Hi,
I have got a constraint of 512 px/m for the texel density. I have came across many good articles but I still cant understand this.
The thing is I uv'ed the entire mesh to that density but when I go to pack it its bigger than the 0 to 1 uv space.
What do you do to tackle this problem any insights will be greatly apprieciated.
Many thanks
Replies
In Maya you got this:
Set the map size (texture size) larger, then your shells shall fit.
So, does that mean I reduce the uv shells and make them fit the 0 to 1 space and then while baking I increase the resolution and bake ?
Then what would the res for texture baking in this case ?
Man, really appreciate your comment i have been banging my head to find how to get this right.
UV Space is relative, it doesn't actually know your texture size/mesh size directly, however:
- IF you have a plane of 1x1 square meter
- AND it has a shell that fills the whole UV
- AND you expect to have a 512x512 pixels texture
- THEN your texel density is 512px/m.
If you want or have to use a fixed map size you scale your uv's to produce the required texel density and then simply try to put as many uv-shell into each 0-1 space until you have placed them all.
If one uv-shell is bigger then the 0-1 space you have to split it or go to whoever forces you to use fixed map sizes and complain
then you would not have to bother about uv shells fitting in the 0-1 space
Hey in this case I had to use unique textures.
Many thanks!
Not to hijack your post here is my thread with similar dilema lol
http://polycount.com/discussion/192294/texel-density-and-units-in-depth#latest
I fitted it in 0 to 1 and then increased the texture resolution.
No problem man,
So the main constraint was to follow texel density and since it was not fitting, I had to increase texture res in order to get desired Texel Density.
So, I had unwrapped model and then applied correct texel density and then one of my senior's suggested to eye ball it, so in this case half of all the uv islands where fitting in the 0 - 1, so I just had to go from 1K to 2K texture res and now I could fit uvs in 0 - 1.
Another thing that I used before above suggestion was that I had 1K, 2K, 4K maps ready and I applied them on the model, used a tool to check if its above or under the desired Texel Density.
Thanks a lot though mate!! I will research more into this and hopefully will be able to come up with more understanding on this matter
To be honest TD can never be 100% same for every asset there is always 10 - 5 % difference plus or minus. I was total anal about it before I got into studio but some difference is acceptable.
No problem man we are all in same boat and learning!
http://polycount.com/discussion/192294/texel-density-and-units-in-depth#latest