I have a ranger lookout to texture which must have a [FONT="]texel density of 256x256 per square meter.[/FONT]
I created a bounding box around it that's 6m wide x 20m high x 6m depth.
I'm thinking multiply the height (20) by 256 (the desired density),
which equals 5120, then round it down to 4096.
Is this correct?
Replies
Depending on the reference/requirements, tileables are better on buildings.
^^EDIT: that's supposed to say 1024 wide, not 10254)
Have 256pixelsx256pixels represent 1 square meter.
This left me with a 1024*1536 map, (incompatible because of the 1536).
-But 256 texel density was the MINIMUM desired density, so making it 1024*2048 makes sense to me.
y/n?
-It's a single asset.
-It's not tileable.
-What you said makes sense seb3d, but it has to be on a map that's a multiple of 2.
I'm limited to one map.
As for stretching, keep in mind the UVs are gonna be proportional to each other. I just got a little more room to move them around and scale them uniformly while maintaining that minimum 256 density.
They won't be stretched vertically just to fill UV space.
yes thats for sure! didn´t even think about that it´s necessary to add this to my example.