Hello Luan ! Thanks very much ! Just for some context I originaly thought this environment as if it was for a top down game like baldur's gate 3. For modular structures I originaly used a texel density of 5,12px/cm because even if the camera is by default quite far from assets, I have the ability to zoom and therefore get…
Hello @poopipe . Thank you for replying. Can you please tell me how can i increase texel density of baked texture generated from the first example after flatten mapping. When i generate baked texture after flatten mapping i am getting poor texel density.
I've got a 1m x 50cm barrell. It's a unique asset (not on a trim). The textel density in the scene is 4m = 2048px. If I stay consistent with the texel density, I'm not fully using UV space. Should it be this way? I'm thinking that maybe multiple objects should share the same texture in that case, but that could cause many…
i'm seeing a lot of emphasis being placed on texel density. this must be a popular cred gatekeep, as if there's a texel density problem. it would need to be pretty damn egregious in order be noticeable or impact performance. i assume this is more a concern for VR assets; large textures / extreme close ups. it'll make clean…
If you're willing to break your texel density rule why bother setting it? However. Doubling and halving texture size doesn't interfere with the benefits of having a consistent texel density. Your texture still covers the same physical area and thus the textures can be swapped and shared freely across assets without…
Oh, when I tried to apply /toggle checkered pattern on multi object upwrap, it only worked on the first object selected (think it was the first). Also, the texel density thing didn't work on multiple pieces, although using the other textel density (set texels I think) works (guy I know tried it).
I think the issue is as @Obscura mentioned; the size of the asset. Texel density is more important than just resolution. If you have the same texture resolution on both a very large asset and a very small one, the large one will turn out blurry due to low texel density. This is circumvented by using multiple materials on…
Any way to do this in Maya LT? Nightshade uses Python, so it won't work. I downloaded and tried an old standalone mel script version of the Nightshade texel density script, and it didn't work for some reason either. Edit: Found it! in the new UV editor's UV Toolkit: Transform> Tools> Texel Density> set