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Improving small details?

Discussion in 'General Graphics' started by MariskaA, Apr 12, 2017.

  1. MariskaA

    MariskaA

    Joined:
    Feb 17, 2017
    Posts:
    11
    Hello everybody!

    I'm coming to you facing a little problem. I'm making a scene totally dynamically. User chose to create the room from dimensions and place his furnitures ands so on. But as you can see on the photo, details seems to disappear in the final scene... Do you have any tips/script or so for me to improve the quality of this aspect please?

    Thank you so much!

     
  2. PeteUnity3D

    PeteUnity3D

    Unity Technologies

    Joined:
    Jan 4, 2016
    Posts:
    68
    "details seems to disappear in the final scene" - which details do you mean?

    You can see the extrusion in the black face from far away? If it's this, you might need to adjust the specular highlight for the lighting setup in this scene, along with adding in some anti-aliasing solution.
     
  3. Pengocat

    Pengocat

    Joined:
    Dec 7, 2016
    Posts:
    140
    The furniture may need some bevelled edges. When you bevel the edges, light can be picked up from more angels naturally.
     
  4. MariskaA

    MariskaA

    Joined:
    Feb 17, 2017
    Posts:
    11
    Yes I'm talking about the extrusions. I think I can't add anti-aliasing solutions anymore I've tried everyting I could and this is the result. But how do I add some specular highlight in the global lighting of the scene? Sorry I'm kinda new in Unity. Thank you
     
  5. MariskaA

    MariskaA

    Joined:
    Feb 17, 2017
    Posts:
    11
    I know but if I use the "high poly" furnitures the aliasing is juste so bad and it's way more heavier for the program to support. Thank you for the proposition anyway!
     
  6. Lost-in-the-Garden

    Lost-in-the-Garden

    Joined:
    Nov 18, 2015
    Posts:
    176
    Have you tried using normal mapping instead? The good thing about normal mapping (besides using less vertices) is that you get some anti aliasing* with it for free. If you use the unity standard materials then you can just set the texture, which you have to create in your modelling tools first of course.

    (*) normal map filtering is not as straight forward as filtering color textures. There is a lot of research/literature on it, but unity probably has something built in that works quite well.
     
  7. bgolus

    bgolus

    Joined:
    Dec 7, 2012
    Posts:
    12,248
    Normal map filtering is straightforward, no one does anything special here. It's the same averaged mip mapping used for any other texture. What's not straightforward is the normal map's effect on surface smoothness while mipping, and Unity doesn't handle this at all. The Alloy asset does though.