I’m creating models in Blender, and them importing them into Godot. The model contains pretty much all the elements of my scene (landscape, buildings, etc.). The style in Blender is deliberately low poly, and mostly use flat colors instead of image textures.
The issue I’m having is that the imported assets look “jagged” in Godot (both in the preview and “in game”) in a way that they aren’t in Blender. Some screenshots probably illustrate this best. Here’s it is in Blender:
It feels like a geometry problem, but how would I verify that? And/or let me know what would help you determine whether that is the issue or it’s something else - I could maybe upload a sample asset that I’m seeing this with somewhere?
The easiest way to verify it’s not a texturing problem is to turn the textures off; throw a flat shaded override material on things and see if they still look janky. You could also turn shadows off to see if those were contributing.
Ok, I’ve done that and it doesn’t seem to change anything, so yeah, seems like it’s a geometry issue rather than textures. So what am I looking for in terms of the geometry side of things?
I’ve done a quick test and this does seem to make a difference. I’ll experiment with these, and read up on them and confirm this is what I’m looking for. Thanks.