How can i create best quality graphics in unity. When i put 3d models in game level there is white lines or dots on 3d models which looks very bad. I have attached the image of that 3d models. I also increased antialiasing and texture resolution from Project setttings -> Quality but there is no change in graphics quality.
Those dots and the lines are considered Aliasing. You can rid them from the scene by going into Edit > Project Settings > Quality > Anti Aliasing
Anti-Aliasing does take a substantial performance hit as well.
Another really awesome thing that Unity3D has to help out with quality is it's usage of Beast Lightmapping. You can access the Lightmapping panel by clicking Window > Lightmapping.
I would read up on the Unity3D docs for more info on lightmapping:
http://docs.unity3d.com/Documentation/Manual/Lightmapping.html
Happy Developing!
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I have made my game and I am currently testing it. I have discovered that the textures in the WebGL build are blurry and it obviously does not look good
Here's a comparison:
Editor Image
WebGL Image
I have tried changing the setting of the sprites but it does not change anything (that I can notice and would solve my problem).
Here is a list of a few solutions that could help
Disable mipmapping on your textures
Change the texture quality of your project for WebGL, which should be under Edit > Player Settings > Quality. I believe it defaults to Very Low
Change the filter mode of the texture to Point
How large is the current texture you are using?
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.
guys!
I want to use Unity 3d for the AR project, for this, I need good shadows for the small objects. But when I start HDRP project and look at the demo scene I see terrible shadows... So the question is - is it really possible to get good shadows in Unity doing some adjustments or this the top what I may get? If it's possible, could someone point me out where to read how to set up good shadows for the small objects in Unity?
Mulitple factors comes when talking about shadows, such as general game quality settings, antialiasing, light settings, Normal Bias, occlusion, and more. You can change thoses settings in Unity editor directly.
You should check:
Edit > Project Settings
Ligh inspector settings (hard or soft shadows)
Window > Rendering > Lighting Settings
You can kind of "play" with settings and see where you go, you can get good shadows for small objects in Unity3D. Don't forget that some settings could be very consuming depending on your hardware (you are doing AR so mobile), just keep in mind.
Good luck !
I was getting 3d models color difference in 3DS Max (My 3d models designing software) compare to Unity (My game development engine). For your reference, I have taken one example screenshot for better understanding.
In 3DS Max, its looking lighter and in cool colors. In Unity 3D, its looking darker and shiny colors.
If I check color code in Unity 3d, then it's proper it should require to look same but then why I was seeing all things in cool colors in 3DS Max!!!
In all 3d models, I was getting this kind of color difference when I import within the Unity game engine.
Because of this, the creation of an environment look and feel become really difficult for me.
In the above example, in both software, I didn't change any kind of default settings related to lighting or anything else.
What to do in this case for getting the exact same thing from 3DS Max to Unity 3D?
Try disabling Gamma correction in 3ds Max:
Rendering menu -> Gamma/LUT setup... -> Gamma and LUT tab -> Uncheck "Enable Gamma/LUT Correction" checkbox.
Default gamma of 2.2 can make colors appear washed out. This is actually important in a lot of architectural and realistic rendering scenarios, but not necessarily needed for games.
In Photoshop, increasing the "Unity" side of your image to a gamma of 2.2 seems to produce more consistent colors with the "3ds Max" side. However, there are also differences in lighting, light angle, and background color.
In the materials settings in Unity you can control which objects receive and cast shadows. It looks like some of your models aren't receiving or casting shadows. I'd also try to adjust the light directions like some of the other users said.
Also it should be easy to change the skybox from the light blue to a black in the Camera settings to match your max scene.
I think there is likely a lot of reasons, from material settings, lighting settings etc. One thing you can try is to switch your Unity Project from Gamma Space to Linear Space,
Edit>Project Settings>Player->Color Space. Linear Space usually improves the look in your scene allowing your objects to brighten linearly.
https://docs.unity3d.com/Manual/LinearRendering-LinearOrGammaWorkflow.html
I'm creating an app to show 360 images with Cardboard.
I created a scene in Unity using Cardboard camera and sphere. I mapped 360-image to a sphere texture.
When viewing the texture is low quality and has sawtooths so the details are not good quality.
Any ideas to solve this texture problem? I tried a script which creates a different kind of sphere but it didn't solve the problem.
You need to use an icoshpere for this to work, you'll still gonna get some distortion near the polls, but it's far better than the uv ones that Unity provides.
The second thing is that you'll need a high detail icoshpere for this to work, as you'll need more vertexes.
The third thing is the textures quality and size. I think the default fov for Unity is around 60, but you'll map the texture for a fov of 360, so you'll need textures of higher size compared to the on screen texture you are using.
You can look over this article if you want more details about the differences between icoshperes and uv spheres, or just go to the bottom of the article and download the unity project. The project includes already made icoshperes and you can experiment with them to find out which one is best suited for your project. I'm using the Octahedron Sphere 4 R1. Any less polys and there are too many distortion, any higher one and the fps drops to much.