We have scripts that automatically put every uv shell at the same uv texel density. You can also do this manually in maya be applying a checker texture to all your objects and then manually scaling each shell until the size of the checkers match. (but this is a very time consuming way to do it if you have a large asset.…
Hi Nikola I've worked in both games and film pipelines and I think I can answer some of your questions. 1. This totally depends on the game but for the part game models are approximations of real things. In other words we exaggerate details to make them easily readable on screen . (this also helps reduce polycount and fit…