even if you were to maximize the unwrap of the second object to have less wasted space the difference in texel density would be so minimal its not even worth worrying over. how big are these objects? chances are if they are not massive you will never be able to tell the difference in terms of texel density. I look at texel…
While many things you mentioned are absolutely reasonable it's not canceling the fact that smaller or otherwise bigger texel size has been used in games for years as a mean to save texture space for key areas. Characters faces and hands. Bottom sides of certain objects, cars for example. Backsides of static objects or any…
I read some tutorials and olders post about that, but there is something that i can't understand. I have 2 models that are about the same size and i want both of them to fit in 1k texture, however since they have some different pieces the unwrap will not be the same, and the only way that i could make them have the same…
I hope so. As someone who's been responsible for the quality of hundreds of sets of modular assets I put consistent and correct texel density pretty high on my list of priorities. The "it's just a guideline" argument is valid if you're talking about a <5% variation but beyond that you're not only risking a mismatch in…
I should start giving this advice and copy paste it into the hundreds of texel density threads: Decent consistency is definitely good and big inconsistencies will be obvious but those are much higher percentages than this. You are also kinda limited on the power of 2 resolutions as it was mentioned before, so please don't…
@Obscura. Like stated in the first line of my post, i did read a tutorial, about 3 older post and search for tutorials on youtube as i usually do before making a question, but couldn't find the answer of if it was normal to have texture space wasted and/or how much difference in texel density is acceptable. I could presume…