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Jagged Paint edges

Discussion in 'Formats & External Tools' started by CyberArtist, Nov 26, 2014.

  1. CyberArtist

    CyberArtist

    Joined:
    May 31, 2014
    Posts:
    25
    When I'm painting certain areas of my character sharply, I'm seeing jagged edges. Should I increase my texture size to 4096x4096 or make more than one uv set for my character to max texture quality?

    Snapshot of the problem:
    PROB1.JPG
    Current UV set:
    PROB1.1.JPG
     

    Attached Files:

  2. Pix10

    Pix10

    Joined:
    Jul 21, 2012
    Posts:
    850
    It's often worth increasing the UV space of interest areas, particularly the head and face, and lowering the allocation for geometry that's less important or requires less detail in the final texture. Consider your camera angles, and where the eye is drawn to in play. It's easy to get caught up in every minutia angle when modelling and texturing, but in-game viewing is most important.
     
  3. CyberArtist

    CyberArtist

    Joined:
    May 31, 2014
    Posts:
    25
    So what shells should I adjust or should I instead first move several shells to more uv squares (areas)?
     
  4. Pix10

    Pix10

    Joined:
    Jul 21, 2012
    Posts:
    850
    With hero work (i.e. main character) I'd texture him up with separate UVs, in a spare UV channel with full high-res textures for each part. Then you're free to try out using a single UV map for the whole character with scaled parts, or multiple UV maps/textures, baking from the spare (hires) UV to (export/runtime) UV0 ... even different approaches for different platforms (i.e. one tpage/atlas for mobile, multiple for PC).

    Which shells to adjust can be trial and error, but so long as you always have your source textures & materials mapped to the spare UV channel, you can always step back and try different approaches without losing work/time.