For my third person character game as my camera swings around at a length of 300 cm the face is not very distinct or the clothes. You can see some things like eye color but the face mostly blends together and looks really bad. When I get the camera closer though the face is much more detailed. I feel like it is not just a problem that the face is too small at a distance so I can’t make out details but the textures themselves are actually lower quality. In the 3D modeling software if I zoom out so the face is the same size it still looks clear but while I am playing the game I have to get the camera really close to see distinguishing features on the face. Is there any setting that could make this problem better.
Thanks.
Hi Joldas,
You are looking at mip map level of your texture - smaller versions which are not sharpened by design to avoid flickering as the camera moves.
Although It sounds counter intuitive your texture will look better if image size reduced in Photoshop and sharpened. Try a 512 or 256. - really. think of how many pixels the face is on your TV screen. Get your tweezers out and measure. A 2048 will mip to Oatmeal at it’s 128 version.
My team is looking for a character artist. If you or any one else is interested, PM me.
Umberto
Here’s more information how mip works Texture Properties | Unreal Engine Documentation
That link explains the LOD technique very good.