Hi everyone. I haven't been around for a long time and I have been refreshing my fundamental knowledge of 3D art. I spent some time this week studying optimal texel densities and texture map resolutions, which led me to come up with this reference sheet: It's the result of some study notes and a deeper exploration in all…
Doesn't look like all the images are just for one object if you mean that.You should apply a checker map on your models to see the texel density its important to get it right if you don't want to have irregular TD across the model. Checker map is used to check the density of texels Its important that little cubes you see…
I'm currently very confused about two different approaches I keep seeing regarding UV mapping and texel density. I suspect it may have to do with differences in workflows. Most videos I watch regarding UV unwraps usually result in the person completely unwrapping an object and then scaling the UV shells to make the texel…
The only other compromise I can think of is breaking the statue down into multiple texture sets to maintain an acceptable texel density (one unique texture for the entire thing, even at something like 4k would still be a low texel density given the sheer size of it). A detail map will only make it look alright up close,…
Couple of texel density issues really stand out to me. You've made the side of the frame very high res, which is good, but then the cup behind the cylinder is like, half the resolution, which will look bad because it's right in the player's face in first person view. Same with the back of the cylinder. Have you looked at…
When i was learning about texel density for some reason i was trying to ignore what people where saying, that if you will use an unique texture for a model, the chances of getting it to fill all the texture and having somewhat the texel density that you need is pretty low. You could mirror pieces, or use more than one…
Sometimes when a long piece is scaled up to the max UV space, I'll throw an edge loop in the middle so I can cut the UV island in half, and then double its size/texel density. You can easily texture this properly in Substance Painter with the blade being multiple islands, and it doesn't increase the poly count by too much,…