I had someone make me a pbr texture in blender for a model. It looked good in Blender but it had a bit of bleeding and was pretty pixelated. Should I use pbr or normal textures and do they always come out a bit pixelated?
Hey!
Texture quality can vary due to several factors. PBR textures generally offer more realistic results, but it’s important to ensure the texture resolution is high enough to avoid pixelation. If the texture looks fine in Blender but becomes pixelated or shows bleeding in the game engine, it could be caused by low resolution, UV mapping issues, or improper export settings. Proper UV mapping and adding padding around UV islands can help reduce bleeding. Always test textures in the final engine, as rendering can differ from Blender.
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Texture Resolution: Make sure the texture resolution is sufficient for your model. Low-resolution textures will lead to pixelation, especially up close.
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PBR vs. Normal Textures: PBR (Physically Based Rendering) textures provide more realistic effects under various lighting, while normal maps add surface detail without increasing geometry. For realism, stick with PBR.
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Texture Bleeding: To minimize bleeding, ensure correct UV mapping and consider adding padding around UV islands to prevent overlapping.
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Export Settings: Review your export settings for compression, as incorrect settings can introduce pixelation or artifacts.
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Engine Testing: Always test textures in the final game engine, as the rendering can differ from what you see in Blender.
Every project is different, so it’s worth experimenting with different texture resolutions, UV mapping techniques, and export settings to see what works best for your model and engine. Sometimes small adjustments can make a big difference, and testing in your game environment is key to finding the right balance of quality and performance.