What's the source of this texture compression?
I'm using a custom texture on a hero shader, as the diffuse.
Here's a portion the texture as seen in the preview in Source's material editor texture preview (clicking on the texture): https://i.imgur.com/V0JSShU.png
And here's the same portion on the preview in the Material Editor (the mesh on the right): http://i.imgur.com/D9yhXZ9.png
Anyone know what's causing this ugly compression? Don't see any mipmapping options. Is there a way to improve it? Thanks, for any help you guys can offer.