Hi I was wondering if I could get some advice when it comes to UV unwrapping. I know both texel density and filling up as much space as possible are equally important, however, if you have a mesh/unwrap that's awkward, and there's little chance of filling up all the space, what would be the best approach? I'm kind of in a…
Cinematics often have close ups of faces, hands, weapons, and certain props. As games have gotten higher resolution textures, it has become harder to notice mismatched texel density except when looking for it, but it definitely still exists.
Agree ^ But also I'm assuming the texel density in question was with other materials on the same character. Maybe there's another material like skin, or a long sleeve shirt - wouldn't want the TD to be wildly different, giving you blurry pants and super sharp shirt textures.
"20 years ago it all was about details priority. A character face would have twice of pants texel size." this is still very much the case in some productions, dependent on the focus of things. if first person view is not a seperate texture set or stuff like post match animations focus on the face, it very often is: hands…
If the above is your pack, you can get a LOT more resolution. Since all panels are equally visible, keep its texel density equally sized for all shells would be ideal. Pack the four leg panels as well as you can, and try to manually fit a spot for the pockets/belt lining in there somewhere - even if it means flipping some…