Texel density can stay the same but texel resolution will be varied. So for instance a 2m tall door and a telephone will have the same texel density but different texel resolution. Once global texel scale for the level is set then you can use tools to normalise the TD between assets. I'm sure you obviously know…
Imo it's nice to build all huge main textures on a tileable basis. So also your normalmaps and whatnot should work that way so you can just tile it along any length. Also texel density is view distance dependent. If you have assets where you're not able to get closer with the camera (maybe at the roof of the tavern) you…
Hi, I'm making this tavern environment, first time doing something this big, learning alot of new stuff, having a lot of questions. So I set texel density of my environment to be 4k per 3x3m. Vertical pillar (3m) is UVed, textured to that size. My question is, how would you UV a pillar that is going to be placed…
Yeah, I tought about stretching it or just making a 4k texture with wood pattern repeating a bit more than on a 3m pillar. Metal parts wouldn't fit the design though. Just wanted to ask how others deal with this as it is impossible to have all the assets with same exact texel density.
You shouldn't use uniform texel density across the entire level!! Texture memory is expensive, which is why you should have a higher TD on things that are highly visible to the player, and lower TD on things that are not so visible to the player. One good example of how this is practised is to play Rage and study the…
In a modern work flow we are depending less and less on high poly unique baked assets and more on high tri count low polys with material blending and custom normals. In this case I wouldn't bake a unique normal map and instead use a tiling texture and some edge bevels with custom normals. Most assets like this, even in the…
@rollin ok, I'll show my process so we get this clear:D. I may be doing this the nonconventional way that's why I'm asking. Lets say i'm making a "pillar kit" with one 3m and one 5m long pillar. I make high poly versions of both in Zbrush first, decimate both and then UV low poly versions of both in Maya. Here's how I…