Hi,
I’m trying to let UE4 display a tree model I made. I’m importing the tree as a .fbx file (my modeling software only exports to .dae and I used the Autodesk FBX Converter to get the .fbx file) and I’m importing the texture as .png. After importing and applying the texture, UE4, as expected, creates a material from the texture.
The texture becomes, however, very blurry after being imported into UE4. The texture is very small and UE4 seems to perform some strange kind of optimization on it, making it blurry instead of pixelated (which would be expected and fine).
I attached a screenshot that compares the look of the texture file in UE4 to the way it’s supposed to look:
As you can see, the texture is scaled in a very strange way. The look on the right would be completely fine, since the model is made of small cubes (a kind of “voxel” look) and the texture file only needs to contain the colors of the cube surfaces).
What changes do I need to make to have the texture look as it’s supposed to?
Thanks a lot
*** EDIT ***
I scaled the texture manually using GIMP - the texture now looks fine after the import. When scaling with GIMP, I had to set the interpolation mode to “none” or the texture would look exactly like in UE4.
Since this seems to be the problem, is there a way to change the way UE4 interpolates? Manually scaling every texture seems like unnecessary work and increases file sizes. Even the scaled version is slightly blurred in UE4, so simply disabling that algorithm would make things a lot easier…