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Baked textures for a large terrain look blurry / pixelated

Discussion in 'General Graphics' started by pepin_the_healer666, Mar 31, 2016.

  1. pepin_the_healer666

    pepin_the_healer666

    Joined:
    Feb 9, 2015
    Posts:
    5
    Hi, i created a terrain in Blender which i would like to use in Unity. I don't want to use Unity's Enlighten for lighting so i baked all the stuff (diffuse, lightmap, ao, etc...) into a texture using Blender. After importing this to Unity the results are quite dissapointing - texture is blurry and pixelated and is very far from having a crisp and clean look that i achieved in Blender.

    Blender render:
    mountain_blender.PNG

    Unity:
    mountain_unity.PNG

    Of course i'm aware of what's causing the issue. The terrain is quite big (around 5km x 5km) while the texture i'm using is 1024 x 1024. So the question is: do you know how this issue can be overcome ?
    Obviously i tried bigger textures (up to 8192) but doesn't help much. Naive solution would be to split the terrain into a smaller parts and texture them separately using hi res textures but that sounds very tedious and i'm wondering if there is a smarter way.
    I would be really grateful for any info on that. Thanks.
     

    Attached Files:

  2. pepin_the_healer666

    pepin_the_healer666

    Joined:
    Feb 9, 2015
    Posts:
    5
    Ok, i've already received the answer on a different forum. The approach would be to assign different materials to certain parts of model (grass, rock, snow) and color them in Unity without using any textures. The look that was created in Blender should be achievable in Unity at least to some degree. We can mark this as closed.
     
  3. bgolus

    bgolus

    Joined:
    Dec 7, 2012
    Posts:
    12,243
    You could also bake the colors into the vertices and not use a texture at all.