Hey guys, I've just started a new job at a much bigger studio and at my previous one we didn't care much for texel density, so rather than measuring out UV layouts I would just eyeball it and if it looks good in game it got signed off! (Silly I know) I'm now at this much bigger and better studio and they use a 256x1m texel density. I'm tasked with making a foliage atlas to roughly this scale. But in all honesty I just can't wrap my head around how to lay out a UV like this. Am I overthinking this too much? I understand the need for a correct texel density but just don't know where to start on working to this scale, especially with foliage.
Replies
I know it's a simplification and certainly there is more to it than that, but I always had a hunch that maybe students who are accustomed to learning formula's first get this idea that they've got to do this before they can just sit down and make art in an intuitive way.