so i was working on this piece here and as you can see, the walls all have dfferent texel density. How would I turn them into a consistent texel density. I am also very unsure about how to uv unwrap longer pieces inside 3ds max. I know like a square 1x1 wall should occupy the 0-1 space but what about a 2x1 or 2x1x3 wall ?…
You have to care about texel density only if your shader does another macro or micro texture layer scaled of same UV. And of course for same materials sharing same textures. Having those edge blocks a bit higher res is nothing wrong at all. For distant background buildings out of close player access it would be a rule…
hey, sorry to revive this thread. So I was doing more expirements and learned about TD. Here I created a 100x100cm plane and applied a 1024x1024 tex resolution with 1024px per 100m on it and then i got the TD the texel density and applied it to this 400x800 wall module. The Uvs got upscaled alot and now I am stuck on how…
Every block doesn't need it's own unique space, you can unwrap a few and then copy and rotate them to get variation. You could easily put them on the same sheet, in the window holes of the first mesh. BUT... I also think that making every block it's own unique piece is probably a mistake. Especially if you're using normal…
Is there a script in max that will automatically do it for me? Again Im kinda new to uv unwrapping modular stuff, i usually do props. what i am also kinda wondering, do I not have to make some pieces use the 0-1 uv space to the fullest to ensure texel density? I was always told to pack tightly as possible. Here are some…
One of the things I really had to wrap my head around when I first started shifting from just making one off props to full environments was: modeling and uving doesn't have to be a linear process. I was accustomed to making a high poly, low, unwrap, pack it all in the 0-1, etc neat-o, I made a model. But when I tried to…