So I have been facing this problem lately: Given a fixed Texel Density, a modular piece doesn't quite fit on the texture. I know a few solutions at this point: 1. Stack some uv islands. (drawback: baking maps from high will be annoying) 2. Use a larger texture, then pack more than one object into it. (drawback: we have…
Nobody would ever notice such a neglectable texel density inconsistency if you just pack all this inside. For most of an environment staff not enough of texture resolution and too much of a repeating/tiling is much more serious issue rather than texel inconsistency and wasting UV space is just insane. The whole issue of…
I find sticking to a good texel density make checking objects easier? (you know resolution-wise the textures should look roughly the same, so don't have to put them in scene everytime.)
Stacking is ok but you have to keep in mind that every object would have same repeating texture. If it has some distinguishable features like what procedural textures often doing and what's hard to control in Substance Designers/Painter it would be repeating like crazy. I recall 15 years ago we had a rule where texel…
5 is a secret In the case of this asset, it's fundamentally a box so I'd just planar map each 'face' the and deal with the little distortion as the logs bend inwards. It'll lod a shit load better that way as well. how big is the panel and what's your desired texel density?
1: is the ideal answer - also don't forget tiling strips 2: should be happening already 3: legitimate but please see 1 4: see 1 i'll offer up an additional couple 6: Use materials that allow you to increase perceived texel density without using massive textures, For the example given the only correct answer is 1