Im trying to get my bricks to line up correctly with my modular wall pieces. If im using a 2k brick texture, and scale my UVs to match my texel density (which I'm currently using 5.12 per meter), the bricks dont line up the way I need them too. I need the bricks to tile a lot more. So, should I scale the UVs so the bricks…
Use your texel density target as a guide for your UV layout, texturesets and texture size. For portfolio pieces I typically target 20.48px/cm. Most modern games will be targeting 10.24px/cm - 20.48px/cm (maybe higher for hero assets). Some resources on texel density: https://www.youtube.com/watch?v=5e6zvJqVqlA…
Hello. It is not very clear for me about texel density for non-square textures. For instance i need 200px texel density for 2048x1024 resolution, how can i get it? 200px for 1024x1024 is 5,12 and 10,24 for 2048. What would 2048x1024 have? Textool gives me around 3.6. Is it right? And if i get it right to get correct aspect…
it normalizes your UV islands so that every island on the model matches the desired texel density (pixels per unit) The eyedropper lets you pick an object with the desired density, and the texel button scales the UVs for all your selected objects. Very quick, very cool, very helpful.
This is a hero prop I created for Vampire the Masquerade Swansong. An antique music box used for a puzzle in the Red Saloon level. The challenge was to maintain a good texel density while keeping it as photorealistic as possible. Texel Density is at 1024 px/m at 2k textures. Pretty happy with the results. More renders on…
I'm trying to use the UV Layout function to pack my uv shells for a model im working on and I have most shells set to a texel density of 40 some smaller pieces set to 25 and a few set to 70. However when I use uvlayout it just scales them all to about 65. Is there a way to make it pack without adjusting the density of the…
Hi, I have got a constraint of 512 px/m for the texel density. I have came across many good articles but I still cant understand this. The thing is I uv'ed the entire mesh to that density but when I go to pack it its bigger than the 0 to 1 uv space. What do you do to tackle this problem any insights will be greatly…
I have a ranger lookout to texture which must have a [FONT="]texel density of 256x256 per square meter.[/FONT] I created a bounding box around it that's 6m wide x 20m high x 6m depth. I'm thinking multiply the height (20) by 256 (the desired density), which equals 5120, then round it down to 4096. Is this correct?
First thing to note is that no one it seems has a real grasp on texel's and texel density. For all I know my understanding could be off as well. This is what I understand it to be in a nutshell. Gonna copy and paste some info instead of typing it out from memory some of the basics, there a lot more to it in how programs…