Not weapons but for close up things like 1m close to camera I use 3,5 - 4 mm per pixel. Smaller texel size makes materials repeat too soon and instantly reveals certain naive nature of material details. Repeating masks , procedural dirt accumulation, tiny bit scratches instantly looking like some procedural Substance Painter things randomly rotating . More hi res details are more eye catchy and apparent the artificial nature of them is.
Same reason why paintings are often looks more realistic when detail are not painted up to microbes evenly but rather have a subtle hint , an impression of them .
Not weapons but for close up things like 1m close to camera I use 3,5 - 4 mm per pixel. Smaller texel size makes materials repeat too soon and instantly reveals certain naive nature of material details. Repeating masks , procedural dirt accumulation, tiny bit scratches instantly looking like some procedural Substance Painter things randomly rotating . More hi res details are more eye catchy and apparent the artificial nature of them is.
Same reason why paintings are often looks more realistic when detail are not painted up to microbes evenly but rather have a subtle hint , an impression of them .
personally I'd start with 1024 pixels per metre and use additional layers of higher frequency tiling information.
If you're in unreal you can check which mips are loaded and/or which mip the gpu wants to load using one of the viewmodes and use that to determine whether you need to increase or decrease density based on your view distance
personally I'd start with 1024 pixels per metre and use additional layers of higher frequency tiling information.
If you're in unreal you can check which mips are loaded and/or which mip the gpu wants to load using one of the viewmodes and use that to determine whether you need to increase or decrease density based on your view distance
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If you're in unreal you can check which mips are loaded and/or which mip the gpu wants to load using one of the viewmodes and use that to determine whether you need to increase or decrease density based on your view distance