Not really relevant for this example, but if this is in a production environment you'd probably re-use these assets in different places. So I'd probably only have objects share textures if they're usually going to be placed in the same room. For example, a bed and table probably won't be used in the same room every time.…
Hi guys until now there is one part confuse me, when I model a weapon or any props, usually I add it in 1 UV and make all the UV checkboard equals. and that fine I already understand it. but when I have many stuff inside environment scene how I prepare my UV ? let say this very simple example got bed - cupborad chair…
you mention "match your desired texel density" I keep read about this but my biggest question how I prepare the texel density ? yeah, my planning environment for game. so you mean like example, "picture frame" and I am planning to use it in many levels, so its better to make it in 1 UV and not to share with objects that…
Pixels per meter, or any unit of measure really. It can be any value over any distance. The point of it is to ensure all your objects are consistent. So in your example if you chose 512px per meter, your table (assuming it is one meter across) would have 512px of texture across the top. You can then work from this to…
thanks guys, sorry I was busy with my college. ok here the part that I don't understand the meaning of "256px per meter" I keep reading like 512 per meter or some times 256 per meter, what exactly mean by this if you guys can explain with some examples will be great. and why let say I decide on 512 per meter?what the rule…