But for washed out textures, i guess thats because of PVRT Compression. Unfortunatly PVRT Looks, well, horrible. You want to avoid using it for all GUI related textures and anything that really needs to be high quallity. Unfortunatly by doing so, your appsize will increase and you consume more memory and have longer loading times.
As for skymaps, a good aproach can be to set compression of, rather use 24 Bit rgb. But make the images quite small. 256 for every side should do. Ground can be much smaller and compressed usually, as you usually have a floor something and cannot see the ground anyways.
in case you mean something else by lights blown out, then what ? Beast lightmaps? Same thing. Try 24 Bit just to check.
PVRT is doing a good job an everything that looks dirty or cracked, like concrete, sand and so on. It is terrible for gradients and especially terribly when an alphachannel is needed.
Interface elements can maybe done in 16 Bits, if you have no gradients.
And for your not opening door, first bet would be you did use mouse input and no touch input. But thats hard to say without seeing the code.
Here’s a screen shot. I light mapped the main body so its looking “better” but still has artifacts. The windows, chrome, wheels and other non-light mapped bits are blown out. Ground shadow/texture is also very noisy.
Well clearly your shadow is a compressed texture. In case thats a lightmap, then most likely all of them are compressed.
As i said, try to use 32Bit.
I did high quality cars for car configurators as well. No way around using uncompressed images for most parts. Of course thats no good attempt if you are planning a game. But if you only show one car, than it should be ok.
And your interior… did you use some “glass shader”? Try removing the windows. If its ok then, then you need to tweak the glass shader. I guess it is additivly multiplying way to much.
The only thing that is lightmapped is the main body. Before I lightmapped that…it too was blown out. It appears to have something to do with with the reflection. Its the glass and chrome mostly but everything was a bit reflective…glossy too.
Ok, did you Select the right preview Mode in the Editor? There are Quite some to choose from. But that will Not Show the Final quality, only give Feedback on Shaders using fallbacks or don’t work at all.
How did you do your reflections then? OpenGL 1.1 with some spheremap? Or es 2.0 using cubemaps? Normalmaps? Is the texture hdi?
I think you Need to tweak the reflective shader First.
When you say preview mode…you mean edit>graphics emulation? If so, I’m using OGL ES2.0. Reflection are cubemaps. All images are 512x512 RGB compressed PVRTC 4bit. I am using normal maps on the vehicle.
Then, 1st change the compression of critical textures to RGB24 Bit, or 32 Bit if there is alpha needed. This should get away all the grain.
Also set the normalmaps to 24bit.
2nd. For a test exchange you reflective Shader to something more basic. Without reflection that means. Do a test. Now, the color burn should be gone. If not, adjust your lighting and check if you have multiple materials attached to the models.
If your rendering appears fine now, you now that something is going wrong with your reflective shader or the cubemap texture. First remove the cubemap or replace it with another one. Any changes? if not you need to look into the shader source and see how the cubemap gets multiplyed into the rest. play around with that. I cannot help here, as my experience with fragment shaders is, well, very limited.
Thanks for the tips and advice. When is 3.4 coming out? In regards to mobile shaders…there’s basically nothing in there except for a very few. I need a bumped/specular/reflective material. Are there others available online for free or for purchase?
Why do you need these hardcoreshaders? Using something like that will most likely only work on iPad2. May be not even there at a high framerate.
You might want to check out my last app, it is only using opengl 1.1 and thus, no bumps or the like. Yes it´s also car models, i think they turned out quite decent, especially since the whole thing even runs on very old hardware (iphone 3G). ituneslink. it´s free.
Please don´t mention the appname here, i am actualy not allowed to talk about it. Legal issue.
Fuzzy…awesome stuff man…can you share some tips? I’m not using the hard surface shader pack on the ipad version…I’m just using the default reflective>bumped specular. But I’m getting very hot, blown out areas. It seems to be a reflection issue but nothing I do seems to work. How did you get the aliasing to be so smooth…what renderer are you using? What sort of build settings are you using? I’m new to Unity and iOS.
Anti Aliasing can be turned on in Unity 3.3 by going to “Edit/Project Settings/Quality” and then look in good or simple and turn it on.
This will give you smooth edges, but also have an impact on performance. In case you experience Color banding, you need to change some lines in appcontroller.mm. Search the forum for Anti Alias Color Banding, that should reveal something. Has been descussed a number of times already.
In earlier Versions of unity you still could do it but requieres you to edit appcontroller way more. Just as before, the sulution can be found somewhere here in the forum.
I had it set to “beautiful” and modified settings in there. I suppose it doesn’t matter right? As long as you adjust the settings within the category its using to render with? Changing the AA, I don’t see any change when I play it in Unity…is it only visible when its ported to the iPad? I’ll look into color banding as well.