The recent thread asking how to maintain texel density got me thinking, as many of the answers were needlessly complex or the opposite, i.e. just eyeball it. There is actually a fairly accurate and artist friendly way to match a specified texel density, so I thought I would take the time to explain the method as well as…
Sure, you don't always want the same texel density. But if you vary the texel density, it should be done on purpose, not because 2 artists aren't using the same standard. This is just a good way to accurately view and compare texel density. Thats all. In the example, the radar array is roughly 1.5-2x the height of a…
To be honest, I think it's more important that things look about right than maintaining texel congruence between assets. Everything doesn't need the same texel density throughout. What you really want to watch out for are having little details muddied by texture size. If you have tons of little bolts for example all over…
I don't know off the top of my head, I just used Unreal as a hypothetical example. The UDK master thread is probably a good place to check. You typically have to set up your 3d package to use the same unit scale as the engine you are using. UDK Master Thread http://boards.polycount.net/showthread.php?t=67290