Texture with text in it, looks pixelated, how to fix this in unity3d? - unity3d

Am using a 1024x1024 texture, which am mapping to a quad in Unity3d. The target platform as of now is PC standalone. This is how it looks:
You can see how pixelated and blurry the objects in the screen are, how can I make it more readable and less pixelated?
Import settings, quality settings and a screenshot of the scene with mip-map turned off here. The texture and the quad asset can be found here.

The image looks fine to me: it looks like a 3D video game.
Note that 1k is very small to use as a PNG for the texture for an object which will appear that large in your final scene.
Secondly click on the texture, and then Inspector.
Note particularly the "Max Size" setting, which indeed should be bigger than the literal size of your PNG. Learn about the "Mip Maps" concept as anim_it says. Also note your "Filter Mode". And indeed the "Texture Type". These settings all need to be "just right" for a given game situation.
Particularly read the two comments by Kolanda above which well-explain anisotropic handling: If you see an object at low angle, like a floor or your cards, it tends to lose texture resolution fast. Try to use "anisotropic" as your filtering mode and see if it helps - it was invented for such situations. As a test move the camera, to view the table from above, to separate texture-related issues from view-related issues.
You should probably include a screenshot of your Inspector for the texture, to get more detailed help. BTW the quad you are using is totally unrelated.

Remove the tic "Generate Mip Maps"

Related

Using Minecraft character with skin into a unity game

I've decided to use Minecraft like characters in my small game since I do not know how to make 3d models (nor I want to learn how to do such thing in the near future).
However the task now seem a little harder than expected:
I've tried looking in the asset store for prefabs to use but without success.
So, I've decided to try and make a model on blender(by not knowing a thing about non parametric 3d modeling, my knowledge of blender is extremely limited) and import it into my unity game.
And surprisingly, I managed to create the model using McPrep, export it and import it into unity maintaining objects that drive the bones (the output is a bit messy but I think I can manage to clean it up a little).
However the imported version does not have any skin and appears in a gray shade.
Turns out that the output does not keep materials/textures with it!
I've tried getting the texture used by blender and it returns the same skin I fed into mcprep so, by using the same skin, I've tried creating a material with it by getting the .png and using it as texture in a unlit texture material.
However, the result is a bit messy as shown here (left is Blender, right is Unity):
How may I make the texture on unity3d be better and right? (I've heard there is a way using a C# script but I really don't know what it is nor how to do it)
EDIT:
Thanks for the answers before, I did set the filter to point obtaining the texture to be a bit better. However the part that should be transparent is displayed in black on top of the other part (I think).
The image on the right is only filter point and the one on the left is point + alpha is transparency and the transparent shader using unlit transparent
ANSWER FOUND:
As Bart said, make sure the textures' Filter Mode is set to Point, but additionally:
Minecraft player characters are made of 2 layers, the second layer usually has lots of transparency and is used for clothing or other relief detail. So you need to use a transparency-capable shader on your material in Unity.
You're running into a filtering issue. In your case you want no filtering to happen. So select your texture, and in the inspector change the import settings so that your "Filter Mode" is set to "Point". In this case it will do no filtering of the input and your large pixels should appear sharp as you want.

Unity 3D 2D Imported Sprites Pixelated

I have this image generated thanks to PowerPoint:
We can see here, the image is not pixelated.
But when I import this in Unity 3D, the result is:
Here you can see the sprite's parameters:
Am I using the correct tool for my sprite creation? (PowerPoint)
If the answer is "No", which tool can I use for avoid this kind of problem?
If the answer is "Yes", how can I avoid this pixelization of my sprite in Unity 3D?
Thanks a lot for your help!
PowerPoint is not the best image editor :D But your sprite looks correct, possible you just set small scale in Unity Scene window for it.
Try increasing your sprite Scale in Scene window. Select it, next in Inspector increase X Y Z Scale parameters in Transform component (it should be on top).
I just tried your image in my Unity editor and it seems fine. Make sure your Sprite Renderer transform scale is set to (1,1,1). For me even that seems not to affect the quality but it is a best practice not to have different distorted scales for everything in your scene.
One tip for improving your sprite quality is to export it in a POT resolution. Meaning that the resolution of the image should be divisible with 4. This way Unity will be able to compress the image with a much higher precision and quality. One resolution example of that is 800x800 or 1920x1080 etc.
Make sure your build target is set to Standalone and not other platform. If you are set to Android for example. check the Android specific compression in your sprite import inspector. That might also affect the quality.
To answer your question on what image editor to use, the best one, in my opinion, is Adobe Photoshop. If you don't want to pay for it, just search for any free image editing tool. But stop using PP, I'm not exactly sure how you have come up with that.

Unity texture blurred despite everything being highres and uncompressed

I have a model in Blender with perfectly highres textures. I export it as fbx, import it to Unity, import textures to unity at full res (and no mipmapping, point, no compression, etc) and still the texture looks extremely blurred. Any hints why that might be?
Here's a comparison of the face in Blender vs Unity.
Here are the relevant, currently applied settings. I've tried many, but imho those (extreme) settings should make 100% sure that the texture is on maximum quality.
EDIT: Interestingly, a close-up image reveals a seemingly high detail on the clothes below the face, yet not on the face itself. Maybe that's just my imagination. Have a closer look here
Thanks for some help!
It's really hard to tell in the comparison shot you linked (as that itself is so low resolution), but the texture resolution looks the same. It doesn't look any more blurry in the Unity image.
To me it looks more like a shader + lighting issue. Are you using the Standard shader? Do you have additional maps that are not applied in the Unity material (like a normal map)?
Try lighting him with some point lights instead of just a hard directional light.
On a side note, 8192 is an absurdly high resolution for that guy. With how blurry the texture looks (in both Blender and Unity) you should be able to get the same detail with 512, at most 1024.

How to fix low resolution lightmaps in Unity

I'm currently testing how baked lightmaps work with models which I made in blender. After building lightmaps I noticed that they are really pixelated in some areas. Then I was trying to figure out which part of lightmap i causing this effect. It seems that it's Indirect Resolution, because when i turned it down as low as possible, pixelated parts completely disappear.
The problem is that form what I saw in other projects Indirect Resolution is much lower than Baked Resolution so I don't know why in my project it looks like this. I also tried to crank up Indirect Resolution but results weren't satisfying.
These lightmaps might seem fine to you but you can clearly see darker areas that look like "splash" and doesn't match resolution of the rest.
There are screenshots of how lighting works with two different setups:
This is setup that i used for lightmap in first screenshot:
First screenshot:
This is example of low res part in screen above:
Second screenshot (the only change is Indirect Resolution changed to 20):
Try adjusting the lighting-map settings of the object in the Lighting Window, especially the Advanced Paramters.

Texture added to gameobject isn't clear

I have added a png image to a plane which is a child of my player. The texture is added as Unlit/Transparent.
The problem I am having is that at an exact orientation, my texture appears crystal clear, but at all other orientations, it blurs a tiny bit.
Since it is hard to describe in words, I recorded a short 10sec video and have it here. Please have a look for better understanding.
http://youtu.be/Z-JxYnn2ppA
There are no light sources in the scene.
When you import the texture, be sure to check its import settings (in the Project window, look for your texture). The artifacts most likely have to do with the filter mode set, which my guess is bilinear filtering. Take a look here.