Just a quick question here. Is it better to us up all the space on a uv map or maintain even texel density? I thinking of an example like a barrel where you have one big piece and two ends that don't take up that much room.
Hey guys i am currently working on a small modular hallway environment. The goal for this project is to learn modular environments and trimsheets. I have a similar wall like this I For the red one i am using a damaged wall plaster tiling texture and for the blue one i was planning to use a trim sheet, But what happens is…
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…
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…