UV texture extremely blurry

The applied UV-texture is extremely blurry and I don’t know why or how to fix it.
The model was built in Blockbench and exported to .obj and other formats (no format change resolved the issue)
The texture is exported from Blockbench as a .png and I don’t have any other option.

What can I do to resolve this issue?

I guess the the textures are very low res (128 px by 128 pixel as shown in the screenshot) and the obj is imported in m (unit). So with a low dpi value, KeyShot has to stretch the labels a lot. Use another unit when importing, or scale the objects down or change the resolution of the textures with a graphic tool. In KeyShot you can use “Replace and retain size”.

Hope the short form might help to the right solution.
Or you may share the files with this very helpful community?!?

CheerEO

Marco

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Thank you for your help!

I did scale the texture accordingly. You were totally right and I was dumb >__<" I never had this problem before with other models and thus didn’t think scaling was necessary.

Now I got a different problem though: weird lines at certain edges of the model.

Hi Rosa,

Those lines you also see in your first picture, blurred though. They are caused by ‘bleeding’ on the seams of the UV. Most software where you can paint UV maps have an option to export maps with ‘padding’. Which basically makes the texture overlap the edges of the UV.

That’s needed to prevent the bleeding since your 3D model is a polygon object and the bitmap gets projected on that shape. Since there are no half pixels it will show the edge of the black background if you for example are zoomed in a certain amount.

I’m not sure if Blockbench supports padding although I found this on Reddit:

If you see thin lines on some edges of your model that should not be there, that is caused by an effect called Texture Bleeding. Some of the color of the neighboring pixels on the texture are visible where they should not be. In most cases, this artifact is caused by anti aliasing (MSAA), a technique to smooth the edges of your model in the render.

There are several ways to solve this:

• If you just want to get rid of the lines in the Blockbench preview or in screenshots, you can disable “Anti Aliasing” in the Blockbench settings. Make sure to restart the program after changing the setting.

• If you want to export your model into Minecraft or another game or application, the effect is often less (and sometimes more) noticeable. To fix it in the model, install the Blockbench plugin Plaster , then select the cubes you want to fix and go to Filter > Plaster. This does not work in Box UV mode.

• Another way to preemptively reduce texture bleeding is to leave a gap between your UV sections. The Blockbench template generator comes with a “Padding” option that let’s you do this.

Here is an image of something I did which shows the padding compared to the actual wireframe/UV of the model:

So you see the colors are repeated over the edges into the black for like 16 pixels. That amount is not really a strict value, few pixels are sometimes enough. Since your texture is pixelated anyway you could also just make a few selections in Photoshop and stretch the sides into the black manually.

Hope this helps!

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Try another upscaling method, just like repeat.
And check the normals of the obj. Perhaps recalculating clears this?

Thank you so much for your help!
The solution was indeed in the plugin “Plaster” for Blockbench, even though recalculating the normals made the errors significantly smaller.

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Great it worked! Sounded like less work than manually changing it using Photoshop :slight_smile: