How do you go about maintaing texel density, what's your method?
I'm just kind of curious how many people actually measure out there uv pieces as opposed to eyeballing it. I think it is more concerned with enviroments than characters.
how I do it is to make myself a
Visual Guide to set in the background as I unwrap and stay as close as possible to the desired texel density.
Replies
It seems to work pretty well.
Try to make things as even as possible, but use common sense. If you're not going to see the bottom of a car, or the bottom of a character's feet, don't give it as much texture space.
Also consider the texture size itself. A lot of people used to use a 1024 map for a char's body, and a 512 for the head. In most cases, this left the head looking too high res when compared to the body. It looks whacky, to be honest. It's all a balancing game. You do what you have to do to make it look good and run good in the end.
I apply this to my models when I unwrap and make sure the numbers/grid sizes are even-Steven across the board. Unless of course I want something to be more dense than the other.
Git it!
Another test that might be worthwhile is to run the scene in-engine with everything textured to a DDS file that has contrast-colored mips with text dimensions in each mip. Then you can see how far surfaces are mipping down, as you move through the level, very informative as to how many texels are really being rendered for each surface.
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Ooh I like that. *snags method*
Also, DeepUV has a tool that makes all your unwraps the exact same textel density. I use that then I go from there, resizing as I see fit.