texture artifacts

Another post on that kind of subject, sorry !

I have created this wall with 3ds Max and exported it in FBX format. In Max, everything looks right.
In Unity 4, I get these annoying artifacts. Where could they come from?

I have checked and re-checked there are no z-fighting polygons.

Thanks in advance,

Thierry

Looks like a mip mapping issue. Check the texture import settings.

That has nothing to do with mip maps - that’s the Anisotropic filtering.
You can either set it “forced on” in the quality settings or per texture in the import dialog.

read on what it does, here: http://docs.unity3d.com/Documentation/Components/class-Texture2D.html
It’s the last entry on the page.

The effect you see on the wall is known as moire - more precisely, a spatial interference pattern. Essentially Unity is trying to render details of your texture that are smaller than a single screen pixel in size (when in the distance) and you end up with funny emergent patterns.
While disabling Anistotropic filtering might get rid of it when viewed at certain oblique angles because there happens to be decreased sharpness and detail, twiesner is actually more correct - what really needs to happen is that you have the proper mip map levels over distance, so that Unity isn’t trying to render something sharper than the screen pixels it appears on.
It looks like you have no mip mapping at all on your wall texture, or at least for too much negative bias.

Thanks to you all. I’ll have a serious look at these things.
Thierry

Well, I’ve tweaked everything that was tweakable,and finally I’ve got the solution !
I had changed the asset’s scale from the usual 0.01 to 1.0, and that resulted in an object too big to be propely textured; I have reset the object’s scale to 0.1, and evrything is fine.
For me this shows that Unity has its own internal scale, and that it is best not to change too much the default settings.
I hope this can be useful to somebody.

Thierry

That’s really weird. That shouldn’t be the case. Size of a mesh shouldn’t affect texturing in any way if the UV’s go with it.

If your object becomes much smaller, then all parts of it will be much closer to the same distance from the camera, which would affect the mip mapping issues mentioned above (the whole object would probably render within a single mipmap level). If this is what’s happening, you’ve only worked around the issue for that one particular object, not fixed the problem.

You know, I think we might all be talking about different “issues” we see in the image.
You should post a shot of the original (in Max) and describe what artifacts you’re talking about.
I’ve been speaking about the swirling moire on the background wall textures, but it almost sounds like you might be talking about the model itself not rendering the way you’d like. It would help to be much clearer than saying, “these annoying artifacts” then talking about Z-fighting polys while titling the thread as a “texture artifacts” issue (which would be totally unrelated to any Z issues).