Quality Problem?

Hello. I got a problem when using specularity shaders. The specularity is some sort of pixelerated, there are those tiny squares all over the object. I’ve uploaded a picture of what I’m talking about. Am I doing something wrong or this is just the way Unity handles specularity ?

I think you have your texture filtering mode set to “Point”. Yes?

No, it’s set to Bilinear, I tried both three of the filtering modes and there’s no change :frowning:

What about the quality of the texture?.. maybe it is too small.

I dobut that 1024 X 1024 is too small, the normal map is the same size too. I always have strange problems, that no one can explain :smile: :frowning:

Of course… isn’t small. :?
Did you try changing the texture for other, to see what happens?

I tried with another texture, I tried changing the normal map, generated a normal map for another texture, but all of the textures with specularity and even with bump have this problem :frowning:

Yes, does copying a different specular map into the alpha channel still give pixelation?

Edit: same time posting

Yeah, I even tried generating one with Unity and still there are those squares, they were harder to see, because Unity-s normal map was a lot more detailed, but they were there…

Change the normal map so it’s not using texture compression.

–Eric

They just got more…don’t know what’s happening.

I managed to fix it. It’s not exactly fixing, I just generated a normal map with Unity and than played with it’s settings. I look close I can still see the squares, but they are hardly visible now and the walls don’t looks so bad either, so I think I’ll stay with this result for now.