1) Yes. I can't think of a reason not to work like this. Faces, labels and areas of models that face the camera a lot are all suitable candidates for this. Take a look at ID Software's "RAGE" for example. The TD fluctuations are very, very big there - but it actually works and the game looks great imo. 2) I would say so…
Thank you for the input guys, I actually found a really good example of this in the showcase: http://www.polycount.com/forum/showthread.php?t=74780 In particular check his shirt, the pocket flaps are at least double the texel density, maybe more, compared with the rest of the shirt. He also has a texture strip at the…
On the environment art side, while generally you want to keep things consistent, it is still wise to take into account how an object will be used. The flip side is that as art in workflows these days is getting more and more modular, your assets might be re-used in ways you never thought possible. For something like a…
Based on this article: http://www.ericchadwick.com/examples/provost/byf2.html 1. Is it acceptable practice to have inconsistent texel density in your maps in order to prioritize detail in important places like say the face of a character? 2. Is it acceptable practice to simply scale up your UVs as much as possible to…