Trying to figure out the textel density of the following.
Texture is 2048, units are cm
Using an already created model with textools I get 1458 pixels and 83 units. Im unsure what to take from this. Does it mean the combined square area of the pixels is 2952 without spacing? So should I be divinding 1458/83 to get the pixels per unit?
So 17ppc ??
So a 4096=240units or 2.4 meters.
>IF< this is correct. How does that stack up these days for textel density for games? I would rather make the "rule" for this project 4096=200cm or 2meters, so 20pixels per cm. Too dense?
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512 per m means that framing a character (roughly 2M tall) standing in front of a wall, the wall would be 1024 pixels tall when your resolution would be 1080 tall at 1080p, pretty much a 1:1 match. If your camera can get a lot closer than that, you would want to bump your density up, or use detail textures or something for large surfaces. Of course, when you get into mapping complex 3d objects like characters or props, its much harder to measure linear texal density, though you can use checkered textures to visualize it.
That *should* work.
EQ, let me reiterate what you said so I can see if I'm getting this.
-5.12 ppc is more in line with modern environments?
-10.24 ppc isnt normally used
-20.28 ppc wtf are you thinking??!!!
Where do characters stand in all this? I know they are denser, but as an example something as old as UT2K4 had a 2048 for their characters which were about 6ft (1.8M) so ~11.3 ppc. I mention this because assuming the density of all assets has gone up since then and its still over twice the 5.12ppc you mention.
FWIW I'm thinking 1080+ since FP and VR. So your information about density standards is helpful!
(Also thanks everyone for not bringing inches into this.
As far as how you would match the grid up with a character, just try to do it vertically I would say. I it shouldn't be that hard. You don't need to get a perfect match, I would assume a ballpark figure would be good enough for the purposes of this discussion.
If you're doing VR and you can get really close, you may want much higher texel than what I mentioned in my previous post. The most straight forward way to see how much texel density you actually need is to create a test scene, apply a huge texture (8 or 4k), and then manually edit the mip levels of the .dds file. Color each mip level a distinct color, and then you'll get a good idea of what distance you need to be at for each mip to be beneficial.
You mean how many pixels per unit, for example if you have a 4K texture, how many pixels per grid ? If so how did you calculate this ?