I’m making a small game and using Blender to model/texture most objects. I’ve encountered a problem that I haven’t been able to solve for quite some time. After creating a model in blender, I create a 1K/2K/4K size UV map for different objects (depending on their “importance”). After that, I apply textures to the object in the way I need. After that, I bake these textures (specifically the diffuse, roughness, normal maps) and save the resulting images to the computer. Next, I export the model in .fbx format to Unity. Already there I pull out the materials from this model, transfer them to autodesk and enter the maps received earlier. Everything works fine except that the textures look simply bad.
I am attaching photos of the same model in blender and unity.
So, is there any way to fix this? At least get a little closer in blender quality?
What I have already tried:
- Disabled compression when importing into Unity
- Changed import settings on maps in Unity (switched resolution, billinear/point, etc.)
- I tried to improve the visual using post-processing (it didn’t help much)
- Disabled Mipmap and Gray Scale
I’m using URP.