It may not make a noticeable difference in overall texel density of your layout, but you can save some space by straightening out these "banana hands." Even if texel density benefit is minimal, there are a number of workflow benefits to keeping things neat and tidy, in general. Grab the finger vertices, use soft select to…
Regarding texel-density I guess there are two ways of doing it, so if you´re making something for a game and you know EXACTLY from what distance your model will be viewed 100% of the time then you can have different texel density for different areas. but if you cant know for sure how your object will be used or from what…
Base your texture size on the texel density and size of your surfaces. First determine how many pixels/m you'll want by testing, allocating your memory budget etc. For example, Rainbow Six Siege uses 1024 texels per meter, so a 2048x2048 texture would cover 2x2 meters. Some materials allow more repetition without creating…
What is currently ways you guys go about laying out your uvs for long cylindrical shapes? I suddenly got two models with very long cylindrical shapes and It trips me up when it comes to texel density. I would like to extend the 0-1 area, but I can't seem to make up my mind in how to go about it. Adding an image of one of…