Hey guys!
I've been roaming the forum but have not found this exact question. I am trying to create a dice asset for online stores with a Substance material. Because I don't know how the object is used and that it is sold for mass market I will need to make it for the most broad usage. In my case I can assume that it is sometimes used as a Hero asset so I need to make it in a high texel density as well.
When normalising the UV's to a texel density of
20,48 I get the following:
When normalising the UV's to a texel density of
40,96 I get this:
Note: With this size I need to use UDIMS which is really not ideal because of the texture space it will take up.When filling the space I get a texel density of
27,80:
So I'm quite torn on this one. It seems like UDIM is the only good balance between UV space but it comes at the cost of doubling the draw calls.
Can you guys give me some feedback on what would be the right approach to this problem?
Replies
Here is my suggestion, go with a non square texture and waste less pixels
At 2k x 4k perhaps still in your texel size target?
UV's are just numbers from 0 - 1, its the texture that dictates the aspect ratio.