Model from blender looks low quality problem

Hi all,
I have created this model of a site from a point cloud on Revit, for the optimisation I used blender, now when I import it into Unity, it looks very bad (can you see how crisp?) while in blender , it looks just perfect.

what is the problem? Please see the attached photo.
2. I also want to use external materials and textures, but can’t find alpedo option in material settings?
thanks

Lighting and textures I’m guessing, but you didn’t even discuss what you WANT it to look like.

How to report your problem productively in the Unity3D forums:

http://plbm.com/?p=220

This is the bare minimum of information to report:

  • what you want
  • what you tried
  • what you expected to happen
  • what actually happened, log output, variable values, and especially any errors you see
  • links to documentation you used to cross-check your work (CRITICAL!!!)

The purpose of YOU providing links is to make our job easier, while simultaneously showing us that you actually put effort into the process. If you haven’t put effort into finding the documentation, why should we bother putting effort into replying?

You need to work through several tutorials because this is simple stuff. If you are incapable of grasping it from a purpose-built tutorial on the subject, nothing anyone types in this box will help you.

Try this approach: ask yourself “Can I …?” again and again.

Imphenzia: How Did I Learn To Make Games:

Tutorials and example code are great, but keep this in mind to maximize your success and minimize your frustration:

How to do tutorials properly, two (2) simple steps to success:

Step 1. Follow the tutorial and do every single step of the tutorial 100% precisely the way it is shown. Even the slightest deviation (even a single character!) generally ends in disaster. That’s how software engineering works. Every step must be taken, every single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly, literally NOTHING can be omitted or skipped.
Fortunately this is the easiest part to get right: Be a robot. Don’t make any mistakes.
BE PERFECT IN EVERYTHING YOU DO HERE!!

If you get any errors, learn how to read the error code and fix your error. Google is your friend here. Do NOT continue until you fix your error. Your error will probably be somewhere near the parenthesis numbers (line and character position) in the file. It is almost CERTAINLY your typo causing the error, so look again and fix it.

Step 2. Go back and work through every part of the tutorial again, and this time explain it to your doggie. See how I am doing that in my avatar picture? If you have no dog, explain it to your house plant. If you are unable to explain any part of it, STOP. DO NOT PROCEED. Now go learn how that part works. Read the documentation on the functions involved. Go back to the tutorial and try to figure out WHY they did that. This is the part that takes a LOT of time when you are new. It might take days or weeks to work through a single 5-minute tutorial. Stick with it. You will learn.

Step 2 is the part everybody seems to miss. Without Step 2 you are simply a code-typing monkey and outside of the specific tutorial you did, you will be completely lost. If you want to learn, you MUST do Step 2.

Of course, all this presupposes no errors in the tutorial. For certain tutorial makers (like Unity, Brackeys, Imphenzia, Sebastian Lague) this is usually the case. For some other less-well-known content creators, this is less true. Read the comments on the video: did anyone have issues like you did? If there’s an error, you will NEVER be the first guy to find it.

Beyond that, Step 3, 4, 5 and 6 become easy because you already understand!

Finally, when you have errors, don’t post here… just go fix your errors! Here’s how:

Remember: NOBODY here memorizes error codes. That’s not a thing. The error code is absolutely the least useful part of the error. It serves no purpose at all. Forget the error code. Put it out of your mind.

The complete error message contains everything you need to know to fix the error yourself.

The important parts of the error message are:

  • the description of the error itself (google this; you are NEVER the first one!)
  • the file it occurred in (critical!)
  • the line number and character position (the two numbers in parentheses)
  • also possibly useful is the stack trace (all the lines of text in the lower console window)

Always start with the FIRST error in the console window, as sometimes that error causes or compounds some or all of the subsequent errors. Often the error will be immediately prior to the indicated line, so make sure to check there as well.

Look in the documentation. Every API you attempt to use is probably documented somewhere. Are you using it correctly? Are you spelling it correctly?

All of that information is in the actual error message and you must pay attention to it. Learn how to identify it instantly so you don’t have to stop your progress and fiddle around with the forum.

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You probably have the game view zoomed-in so the pixels appear bigger on the screen then they actually are. make sure it’s set to 1X. you can apply anti-aliasing too.

Don’t bother with imported materials. I would just make new ones. Keep in mind that textures will not appear on the model properly unless you UV unwrap it.

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I have looked into the anti-aliasing issue, I think from what I watched , that’s the problem, specially since I have very sharp edges.

I am now confused with the different options of anti-aliasing since I am using the starter toolkit for spatial. Do you know which renderer I need to higher its anti-aliasing? I hope that is the solution

I don’t know anything about “Spatial” but that probably doesn’t make any difference.

See bgolus’s answer in this thread, where he explains different types of anti-aliasing:
https://discussions.unity.com/t/912988

Anti aliasing should work similarly regardless of renderer.