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…
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…
Hi guys. I am trying to create modular building. When it came to texturing 2 problems appears. Texel density. I can't reach equal texel density on different pieces. The only way to 'fix' it, as I understand, is bake everything on 0-1 UV and when it goes to texturing just scale up to reach the needed density, if we are…
Hello, I have a few questions about texel density. I have a model of an industrial air conditioner and my task is to make a texel density of 20.48(+-3 px/cm). I tried to set this value in Rizom UV, but at 2k texture the value is about 14-15, at 4k it's about 30... But in the test, the deviation from the tesel value is +-3.…
Hey there, so we have decided that a 512x512 texture in our game should tile once every 4 units in maya. This keeps the artists working in the same texture scale and reduces texel density issues in game. Does anyone have a tool to take a uv shell or uv shells and figure out how big they are in world space and then scale…
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…