@"Mark Dygert" thanks for the detailed reply! One more thing I'm confused about, when determining my texel density for my scene, how far away am I supposed to be looking at these texel density sheets? I'm working on a VR environment. So am I supposed to determine my texel density based on how close I'll get to the closest…
@jStins Thanks for this. I have a few other issues that Im trying to figure out. I took a look at that the link you sent and I understand the overall guide,but still have some issues and questions. I've really ever only modeled main/hero assets and don't have much experience, if any, modeling for environments. Here are…
Well, it depends. ;) Normal maps 'work' in VR, but do have limitations and will fall apart more quickly than a traditional game. Really you should test it out. Create a few cubes at different scales (so the scale of your bevels is close to the scale they'd be on the actual assets). Make one set with modeled bevels and…
The difference is that main asset will be 1024x1024px, and your barrel will be 256x128px. Or whatever in comparison to your main asset's texture resolution is. Right now your barrel would be using 256x128 of a 1024x1024 texture. Thats two 1024 textures, instead of a 1024 and a 256x128 texture. Think of it as cropping your…
Keep in mind it's fuzzy math and not a precise calculation that needs to be perfectly nailed, getting close enough is fan-tastic. Another way to think about texel density is in unique surface area, that you need to cover an object. Like wrapping a present, how much wrapping paper do you need to cover an object. Come up…