This is the best article I've found explaining texel density https://80.lv/articles/textel-density-tutorial/ When working in Maya there is a tool that estimates your texel density. Selec your UVs, set px/cm, hit scale and Maya will give you as close to that texel density as it can. It's a good starting point for your UV…
I have determined that I want my game to have 5.12 pixels per unit (or 512 per meter). Now, with Maya, I can select all my UV shells in my entire modular kit and have them all scaled to 5.12 texel density for whatever size map I decide to use. Great, now they are all the same texel density. But my question is, how do you…
"texel density" and texture resolution is pretty much the same thing, at least in this context. One determines the another. When you set your modular mesh uvs to use 512p/m, it means you assume that uv space 0-1 will be filled up with a 512 texture, and this 512 or whatever resolution texture will fill up space equal to 1m…
Texel density is tied to texture size. If you unwrap an object at 5 px/cm on a 1k map and apply a 2k map you end up with 10 px/cm. The best thing to do is unwrap an object, normalise the scale of the uvs, pick a texture size, set the density by either using a script or working it out in your head and see whether they fit…
Thanks Carl, I’ve seen this article and it’s quite helpful. Though I’m still not understanding one portion of it, which is how do you know what size texture map to use? Maybe I’m just not understanding here. But what makes someone use a 1k over a 2k tiling texture map? and also if I unwrap a bicycle for example, and…
So if I have a modular asset thats 2x2 meters, and my texel density is 512 per meter, I should use a 1024 texture map on that modular asset? Should I basically know the size of each of my assets to determine what size texture map I should be using? For example, if I have a bicycle, should I roughly measure the size of the…
If its a 2x2m plane, then yes. And yes. Well. Kinda. Dimensions isn't just 2 axis, a bike would have wrapping shapes, cylinders. Imagine you unfold them without changing the size or proportions. It will fill up some space, and compare texel density to that. So a 1m box, depending on the unwrap can end up being 4 meters if…
Hmm. Sort of. So what would be a good general workflow if I have my whole environment blocked out and everything is pretty much ready to be UVd and I know that I want 512pix per meter? Im just still really confused as to what size texture I should be using for tiling textures. If I have a 512 tiling texture, its really…