The rendered pixels on my 3D character are bigger than other objects
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Hi all !
I don't know the accurate words to describe it, but as you can see in one of the screenshots, the pixel fidelity on my 3d character is waaay different than on the environment cubes in the background, whether it be in the editor's viewport, or when I hit play, or when playing the executable. In that screenshot, the character's size in the world is around 1.5m, and the cubes are 5m.
As a test for the other screenshot, I scaled up my character ten times, repositioned the camera in the same angle to compare again, and now the fidelity is way better... Though I read somewhere that it's better to stick with the metric system sizes, so if I want to have my character stay 1.5m and not 15 meters tall, is there a way to fix this rendering issue ?
Thanks !
edit : note that this fidelity change doesn't happen in orthographic view, in which everything's crisp
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I'm not too well-versed in the Godot engine thus far, but my best guess would be to check that the texture's filter is set to "Nearest" as opposed to anything that blurs the pixels like "Inherit" or "Linear"