Hi, I have got a constraint of 512 px/m for the texel density. I have came across many good articles but I still cant understand this. The thing is I uv'ed the entire mesh to that density but when I go to pack it its bigger than the 0 to 1 uv space. What do you do to tackle this problem any insights will be greatly…
@HAWK12HT No problem man, So the main constraint was to follow texel density and since it was not fitting, I had to increase texture res in order to get desired Texel Density. So, I had unwrapped model and then applied correct texel density and then one of my senior's suggested to eye ball it, so in this case half of all…
UV Space is relative, it doesn't actually know your texture size/mesh size directly, however: - IF you have a plane of 1x1 square meter - AND it has a shell that fills the whole UV - AND you expect to have a 512x512 pixels texture - THEN your texel density is 512px/m.
One way to tackle this is to set a reasonable texture map size (e.g. 512x512) scale the uv's to produce the required texel density and check if they fit into the 0-1 space. If not you have to use the next bigger valid texture size (e.g. 1024x512) and check again - or - if there is too much wasted space take the next…
Oh god great I found this thread, so what you ended up doing? scaled down your shells into 01 space with 512x512 texture res. Not to hijack your post here is my thread with similar dilema lol http://polycount.com/discussion/192294/texel-density-and-units-in-depth#latest
Haha yup I finally learned to let go of this today as I was thinking too much about it, thanks to awesome people like you in this community who helped me understand this td stuff even more. Sharing the updated thread below so anyone who come knocking at polycount searches can benifit.…