Hi all, I'm trying to understand the fundamentals of objects texturing needs. I know about keeping your Texel Density uniform for best results, but what about Polygon Density for optimal texture size to Polygons? I've read about low poly meshes with high resolution textures losing quality because there isn't enough…
It doesn't matter to SP at all. If you want to keep things in line with texel density in an engine, then 2x2m is pretty standard for a 2k texture, but that would only be relevant if you were importing the same plane into your engine for testing purposes. If you want to sculpt on it in Zbrush, then 2x2m is a good size for…
I figured out the problem, quixel suite 2 requires a certain textel density to render the mesh properly. I haven't created uv maps for it when I posted this and Once I created a proper uv map and made sure each polygon had a good texel density it solved this issue. Thank you every one for your help, hope this can help…
Another update on the blockout. Started blocking the walls, testing texel density and got rid of the tubes section as currently didn't like the direction it was taking. Tomorrow will be focus on the columns and the door walls section with the pipes as currently its preety flat right now. The week focus will be to finish…
If you are trying to maintain a certain texel density and not use tiling materials, then you are stuck with either: splitting the geometry to get some symmetrical/overlapping UVs to fit it in your UV space. Use a higher texture resolution (which will then of course leave a ton of unused space)
type in viewmode wireframe or viewmode whatever type of mode you want to view in here's a list of viewmodes taken directly from the udn * BRUSHWIREFRAME Renders scene in a wireframe view showing brush edges. * LIGHTCOMPLEXITY Renders scene using a special shader that displays the complexity of the lighting on (number…
Nice going, now I'd try to add some kind of contrast in the model. Some spots where you can show some variety in the textures. And make sure that the ground it stands on isn't blurry. The texel-density should be the same, it looks a bit weird otherwise.
hmmmm interesting. seeing as everything gets mega textured, I can see them just polypainting a bunch of stuff at higher res, making unique sculpts of things and having it all get calculated in the mega texture for proper 1:1 texel density at the end.
Great to hear dariusk! I think you can go lower with the resolution if you want but then you might have to change texel density, play around with it a bit and im sure you'll get the hang of it! And don't forget to post your stuff in the pimp thread! :)
Back when Pulse3D used to be around (a web 3D engine), they had a tool that massaged all tiled UVs to use the same texel density. Not sure if it was all that useful, never had a chance to use it myself. Might be helpful though for something like lightmap UVs.