Something to note is that Epic doesn't work this way. They don't use texel density when creating an object. What they do is create all of their textures at a single size (currently it seems to be 4096x4096) and then go through and set the LODgroups and LODbias to resize the textures for different platforms and appropriate…
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…
Hi ASH. Thanks for the reply. It definitely helped! It's still a bit strange to me that the default grid snapping in UE4 is not power of two because all textures are. According to that you would normally model your assets so that a 1024, 2048 etc. would roughly match the dimensions. If the textures would be a power of 5 it…
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…
I see, many thanks for the explanation: now the whole topic make much more sense. Infact the overall "workload" to pre-plan with that level of detail was quite insane (but I thought that maybe would have still made sense). The topic is really wide and complex but explained in a really compressible way. I admit to be a lot…
Hey MeshMagnet interesting thread: there are many interesting comments and considerations in there: :) Thanks for sharing it ! :) I will add that to the list above. Btw I realized that in my previous posts I haven't clarified that I am mostly doing environment (and props). Usually I never find myself using textures bigger…
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…
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…
Hey guys, I was researching about texel density for a personal project in UE4 and I though that might be interesting and useful to open a discussion about it here and share the information I gathered so far. Hopefully through the discussion we can create a sort of reference thread/wiki page about this topic here on…