I have determined that I want my game to have 5.12 pixels per unit (or 512 per meter). Now, with Maya, I can select all my UV shells in my entire modular kit and have them all scaled to 5.12 texel density for whatever size map I decide to use. Great, now they are all the same texel density. But my question is, how do you determine what size texture map to use? Are all tiling textures usually about 2k? If a tiling texture is really anything less than 1k, it starts to get blurry. What if I have some props I want to share the same texture map...how do I determine what size map I should be using?
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Maintaining consistent texel density without wasting uv space with a mesh that requires a unique unwrap, is more complicated. But thats where non square textures can come in.
A garbage can in a sprawling city... maybe that is ok to be a bit blurry.
A sports car that the player is driving... that should probably use a high enough texture resolution that it looks as crisp and detailed as you need it to.
If not sure, just go with a larger size, and reduce it later if necessary.
Should I basically know the size of each of my assets to determine what size texture map I should be using? For example, if I have a bicycle, should I roughly measure the size of the bike and determine the texture map size based on that?
Im just still really confused as to what size texture I should be using for tiling textures. If I have a 512 tiling texture, its really low res and does not look good. But if I have a 2k tiling texture, this looks good for my assets that I applied the 5.12 texel density to. Im just confused as to how to tell and know what texture sizes to use for tiling textures.
If you have any pointers on the breakdown of steps to this process, that would be great. I learn better by breaking things down in steps.
If you unwrap an object at 5 px/cm on a 1k map and apply a 2k map you end up with 10 px/cm.
The best thing to do is unwrap an object, normalise the scale of the uvs, pick a texture size, set the density by either using a script or working it out in your head and see whether they fit or not.
If not, change the size until they do
https://80.lv/articles/textel-density-tutorial/
When working in Maya there is a tool that estimates your texel density. Selec your UVs, set px/cm, hit scale and Maya will give you as close to that texel density as it can. It's a good starting point for your UV sizes.
Thats how we know