Hi
I read that the most common texel density for the games are 5.12 for TPP and 10.24 FPP. I've been using this parameters for a while on 2k/4k textures and I'm not sure if i'm doing it correctly. Am I downscaling the textures actually and should the UVs have 20.48 density on 2k textures etc? I also heard that you should use a half texel for the texture size, like 20.48 for 4k texture.
Replies
At 5.12 px/cm a 512x512 texture covers 100x100cm
A 1024x1024 covers 200x200cm
Doubling texture size without adjusting UVs doubles texel density
Doubling UV scale without adjusting texture size will halve Tezel density
If you're using a tool to set texel density just put the correct numbers in
I try to keep the math simple - or I just try to avoid math altogether. Like if I am looking at a wall on a building and it looks good, first half of battle is done. It looks good. Next question is can we use less memory and have it still look good? So for that just reduce size of textures. This can be done non-destructively in the game engines. Is there a difference? If not then go with the lower resolution.
The common resolutions are powers of two so you really don't need to do much math. Just chopping a square into equal sized chunks. If you are going to be re arranging some UV layouts and want to know what the texel density is that works you can do math... or you can just interactively scale the UV shells and look for the resolution you need with your eyes, then copy and paste the texel density value to other shells.
Obviously this is a quick and dirty way to work and there is value in having a deeper knowledge about what is going on, but I think for the artist just trying to get some work done it's good to have an intuitive, efficient approach and not get sidetracked on details too much. Similar to how when modeling it can become like an OCD thing to make edges all perfectly line up and everything rounded to exact values - but in effect this 1. distracts mind from the important goals of the art and 2. makes a mathematically perfect model which subconsciously creates that "cg" look.
Just opinion of a generalist but I always have to be careful about focusing on wrong areas otherwise my productivity gets killed.
my team don't refer to materials by their resolution, instead we describe them by their physical size .. 2m, 4m etc.
We do this because it's the only factor that remains consistent -resolution changes by platform, between material channels and increasingly we generate materials by manipulating UVs and blending maps
You can run into a performance issue where if you have too small pixels it causes problems with the fill rate. However in my experience this is extremely rare because you run out of texture memory before you can hit this limit.
Have you tried not tiling the textures? You can just make a baked rock texture for each rock. If you run out of resolution for a single texture you can have multiple baked textures for a single model. (this is called UDIM in the film industry)
And yes, if your tiling textures obviously tile, then maybe you need to work on making them not obviously tile. That is purely a texture authoring issue. Don't make textures have detail that is easy to detect as being tiled. Sit down and look at a tiling texture on a flat plane and see what makes you notice that it's tiling - then fix that.
Why do you think it's out of the question? If you have the available texture memory there's absolutely nothing stopping you from making a tree out of 10 uniquely baked textures or a rock out of five different baked textures. Again you're insisting that smaller texel size means more tiling and not bigger texture files. Why do you think this is the only way to do things?
You might not be able to have textures that big because memory is being used somewhere else. But I've shipped at least one game for ps4/xboxone where every single surface had a 4096x4096 on it.
But if you were making a fighting game you could easily use very large unique textures on every single surface because you have a fixed camera position and didn't have to worry about loading things that you can't see or having huge draw distances etc.
You don't have to do these things by feel or by guessing. You can draw up a budget based on how much memory you have and how many unique objects you have but there are no hard or fast rules because each game can have completely different needs.