Glad to be helpful. ;) Well according to me you are looking the whole thing from the "old" point of view: you should free your point of view from the old constraint between texture size and grid size. These days is not that important anymore, as long as you work in a consistent way, so to have the same texel density…
Hey wapc, I know that is kind of difficult to wrap your head around the "texel density" topic. I'll try to make some additional sense, based on what I understood by the time (hoping that helps you). :) To have a consistent look from different textures in your environment/game is a good idea to set a common parameter to all…
Hi. I am still a bit confused of how I should author my textures. I want to do some simple walls first and the more conservative way would be to make them for example 256 uu / 256 cm and put a 2048 on them, right? This is all power of 2. Now in Unreal the grid snapping is 1, 5, 10, 50 and so on which is not. Does it mean…
The point is that this kind of planning is old fashioned. It assumes that the texture resolution on disk is going to be the same as the texture resolution on screen. This is not the case with a streaming system. The streaming system in unreal loads an objects bounding box and uses the relative texture size based off that.…
Hey sprunghunt thanks for the interesting insight. :) I think that these days is pretty common to create and author textures at least at 2048 (if not 4096) and then clamp them down in the editor to a more suitable resolution. So the "Epic workflow" you describe makes perfect sense and allow more flexibility in the long…