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Texel density and UV packing

polycounter lvl 3
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Papabless polycounter lvl 3
Hello, guys. I have very specific task to match texel on my mode to be equal to 1024px/m and 2048 res textures. And here I have this arch like form, when Im set texel in Maya to 1024 for this UV shell its get too big for 0-1 UV space. What I should I do in this case? I really cant shrink it down bcs it will be less then 1024px. Should I use tile texture for this piece? Because it seems its never fit on 0-1 space for unique texturing.

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  • Kanni3d
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    Kanni3d ngon master
    Papabless said:
    Because it seems its never fit on 0-1 space for unique texturing.
    Answered your own question :wink: Yes, use tileable textures, and straighten out your uv's to get a much more natural look.

    Even if in scenarios where you would be able to confine a UV island within 0-1 space with a certain TD, you should still simply just use tileables just because assets like this don't really warrant a unique bake, and tileable textures are flexible enough to be used elsewhere on different assets.

    If in some bizarre situation, you're forced to bake this into a unique texture and meet that TD/texture resolution, you can make many cuts in that contiguous uv shell, which makes having more pieces easier to pack into the 0-1 space. Could also take advantage of stacking/overlapping/symmetrical UV's  as well.
  • Papabless
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    Papabless polycounter lvl 3
    Kanni3d said:
    Papabless said:
    Because it seems its never fit on 0-1 space for unique texturing.
    Answered your own question :wink: Yes, use tileable textures, and straighten out your uv's to get a much more natural look.

    Even if in scenarios where you would be able to confine a UV island within 0-1 space with a certain TD, you should still simply just use tileables just because assets like this don't really warrant a unique bake, and tileable textures are flexible enough to be used elsewhere on different assets.

    If in some bizarre situation, you're forced to bake this into a unique texture and meet that TD/texture resolution, you can make many cuts in that contiguous uv shell, which makes having more pieces easier to pack into the 0-1 space. Could also take advantage of stacking/overlapping/symmetrical UV's  as well.
    Thank you for your replay. I really thinking about tile for this but I have one moment. I have this photogramm textures that I should use for this stone arc and since I really cant use unique texturing for this, how I can apply this texture for this arc? I never have experience applying photogrammetry textures for game ready models
  • Kanni3d
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    Kanni3d ngon master
    Problem with photogrammetry textures is that they obviously aren't a procedural/tileable texture, so you'll have to find a way to sample whatever information in that texture that you'd want, and create a tileable texture with that info.
  • poopipe
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    poopipe grand marshal polycounter
    you can bake the information across to a model with good UVs  to give you a decent starting point
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