I have lately been trying to better understand texel density within a modular environment because of a project I am working on where I have adjacent surfaces where light bakes in unreal are slightly off. There have been some really good threads on here and I think I am getting close but still trying to get the full…
So honestly I am still a bit surprized why suddenly , 10 years ago maybe, it was important 25 years ago too, possibly more so, small overly stretched textures next to overly tiled texture on very low poly counts was a recipe for disaster/right bloody eyesore! stuff like this was not uncommon.... when it should look like…
I did not realize there were responses to my original post but now I see there were several. There are some good points here but I guess I should clarify why I asked for some help. My understanding of TD is that if I want my materials to be at the same scale (resolution) across multiple objects in a scene, I would need to…