If you're willing to break your texel density rule why bother setting it? However. Doubling and halving texture size doesn't interfere with the benefits of having a consistent texel density. Your texture still covers the same physical area and thus the textures can be swapped and shared freely across assets without…
Texel density is only ever a guideline, not a rule - its a place to start, and a target to hit. You may very well (almost certainly) adjust texel density of assets after they're in the project, by reducing res of textures to balance the budget. A 1k texture becomes a 512, your texel density is now halved. I highly…
@poopipe Well the project is still in the early stages so I could still increase the texel density to 10.24/cm across all assets without needing to re-work a bunch of stuff, but I know this wouldn't necessarily be possible in the context of a large production. Wouldn't I be increasing the texel density to 10.24/cm if I…
I'm working on an environment piece for my portfolio and have set my texel density to 5.12/cm for the project. There's 20 x 60 bricks in a 2k texture to get the correct brick size at 5.12/cm. Perhaps this is okay as the texture will have less repetition, but also limits the possible fidelity (resolution) in each brick (and…
"The guideline thing is sort of true but not in the way most people will interpret it - which is to say they'll push texel density to the point where they need unique textures on everything and then be all butthurt when they're told to halve the sizes cos it won't fit on a console." Fair point 🤣
The guideline thing is sort of true but not in the way most people will interpret it - which is to say they'll push texel density to the point where they need unique textures on everything and then be all butthurt when they're told to halve the sizes cos it won't fit on a console. If you're worried about not getting the…