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Texel Density Optimization

SameerAzimi
polycounter lvl 3
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SameerAzimi polycounter lvl 3
So Iv'e run into this problem a couple times and whats erking me is not being able to use the available space circled in blue. I've correctly scaled the UVs using an add on texel tool and thats what it gives me. Clearly there is free space for me to scale some UVs up but it would throw off the perfect texel density. Should I leave it as is or try to use as much 0 to 1 space as possible? 



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  • poopipe
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    poopipe grand marshal polycounter
    Straighten your uvs and use a texture half the size

    Usually though,  you accept the loss if texel density is important 
  • Farfarer
    You really need to fix up those UVs :P Straighten then out and they'll pack much more nicely.

    Remember, texel density is a guide - an ideal to aim towards, not follow exactly to the detriment of all else. You can probably scale small bits up 150%, or you can scale small insignificant things down to fit then in better, and no one would really notice.

    Also, I'm assuming this is a tree or something similar. I'd probably use tiling textures on it rather than a bug unique bake. Maybe a unique texture at the base of it's particularly interesting (it doesn't look too be from the mesh).
  • SameerAzimi
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    SameerAzimi polycounter lvl 3
    @poopipe @Farfarer thanks for the input yall! The mesh is going to be a tree but its not complete yet. I'm atlasing the smaller branches.  I UV'd the main bodies and unfolded them and that is the results. should the UV's Always be straight? I assumed Maya is just calculating for the curvature and topology of the mesh. 
  • Farfarer
    Straightening will make like much easier in terms of seams and packing. You won't notice the stretching.
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