if you use planar mapping the math is pretty easy. you just take the texture size and divide it by the pixel ratio and that will equal the size of the mapping gizmo. 512 texture 64 pix/m 512/64 = 8 so you would just make sure your mapping gizmo is 8
Hey all! I have a similar concern. I'm doing a test for a company and one of the technical/creative bounds is,"1 meter=512 k texture". I'm assuming the "k" is a typo,but if that makes any sense to anyone please clarify. Anyhow,I'm working in meters in maya. So in real world scale 2 meters in a the size of a door,so then by…
Hmm..I'm not sure I really get with your conclusion though. But you can't simply scale your model to match the 8x8m plane, cus you almost always have to model from the correct measurements since the first stage, even when you start planning your model you need to keep that in mind. For example a real door height will be…
Awesome guys. Thanks for being so helpful on this. So if I'm getting this right it really comes down to scale of the model in comparison to height of a player per say. I can model my scene and as long as each island of uv share the same compression then I am on the right track. My biggest concern is I have 2 512 textures…
Basically it wasn't as complicated as you think, 64px/m on a 512px texture means across the length and height of your texture you got 8meter (cus 512/64=8, and since the requirement said 64px=1m, so 8x64px=512px --> 8x1m=8m --> 512px=8m). If that's make it more confusing you can just do a reference pix density list; 1m -…