Hey guys,
I wonder if perhaps any of you artist types might have any suggestions. I have a texture atlas that I use for large parts of my environment. I will post a reduced version of it here:
Okay, each of the panels on this atlas are designed to tile both horizontally and vertically. Most of my static environment uses some combination of the panels on this atlas. And then Unity batches them and I get good frames rates. Super.
Except for one thing. To do this, I have to set the texture to use point filtering. Naturally this causes pixelation if the camera gets too close to a wall. I could live with that. But what is unacceptable is it makes the mip-mapping look terrible. As you are walking down a corridor, there are visible borders between the mip-maps using point filtering, and it looks awful.
If instead, I switch the texture over to bilinear or trilinear filtering, that seam between the mip-maps practically disappears (if you look really close, you can see it, but it’s nowhere near as jarring, and I can live with it). So that’s what I feel like I have to use.
Of course, the problem with that is by using those filters, I’m picking up colors from the adjoining tiles on the texture atlas at the borders of all my environment models (because the UV maps go right to the edge of each tile so that they repeat properly). Which is just as bad as the poor mip maps.
So, my question is, is there a way for me to fix this? If I pull back the UV maps a couple of pixels so they are not right on the edge (and thus don’t pick up the wrong colors), won’t that mess up my ability to tile? Is there another solution?
I have close to 50 environment pieces now (my “lego” box of parts, heh), each with 4 LODs, so it would be a lot of work to re-UV map all of them, but I’d rather do it now rather than when I have 200 pieces, if that’s what I need to do. [In fact, I’d probably only need to remap the LOD zeros, you wouldn’t be able to see the faint border lines on the LOD1+ anyway, they’d be way too far away].
Thanks for any advice.
Ron
