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Texel Density

polycounter lvl 15
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Billabong polycounter lvl 15
I am trying to get my head around Texel density. I somewhat understand and I have tried using tex tools.I have been trying to set my Unwrap for my gun to 2048 in the texel density, but when I set pic2 to 2048 and right click on set, it overlaps all of my uvs. Do I need to repack them. I used uvlayout to pack it and if I take this back in uvlayout to pack it, will it keep my uvs that I just set with tex tools or will it change it. I've read all the threads I can find, but I'm still struggling. I apologize for the ignorance. One of the main reason I wanted to do this, is so Quixel suite will work correctly without tiling my textures so much.

Thank you so much for any help. I've attached a before and after of what happens to my uvs using tex tools.

-Brandon

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  • huffer
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    huffer interpolator
    Nope, you're increasing the texel density, so the shells increase in size (take up more UV space, or each inch on the model takes 10 pixels instead of 8 ).
    You can:

    - leave the uvs as they are, it's a negligible difference, bake at 2048

    - if you must have a higher texel density, you can leave the uvs as they are but bake at an odd higher resolution (2400x2400, you can calculate how much bigger a shell is after you set the texel density and use that ratio to increase your map size)

    - rescale the uvs to your desired texel density and try to fit them in the 0-1 UV space with overlapped geometry, symmetry etc, keeping the higher texel density

    - rescale the uvs to your desired density and increase the map size to 4096x4096, fill in the blanks with another asset or accesory
  • Billabong
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    Billabong polycounter lvl 15
    Thank you so much for replying huffer. I understand now.

    -Brandon
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