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…
every pixel in a texture represents coverage of a certain area. if you're at a texel density of 512px/m a single pixel covers approximately 2mm square. 2mm is significantly larger than a particle of dirt so you cannot represent each particle accurately. Because of this, each pixel must represent the average amount of dirt…
This looks fantastic! Man, I really wish they'd make a modern Jim game that looked this good! I did notice that in the new design of Jim's suit, they added what looks like attachment points for a helmet to the collar and it looks really nice. You may want to integrate that into your own design:…
Generally huge graphs just take alot of calculating power. Although SD calculates everything and then holds that informaiton in cache. When a change in the graph occurs only those nodes affected by the change are recalculated. So check your system stats again right after you changed something. Its just the nature of…
It looks like you are using a mirror UV for the head model. And the normal map for that part is wrong. Try to fix it with this solution https://polycount.com/discussion/51088/tutorial-fixing-mirrored-normal-map-seams/p1
Character development for my graduate project: Hion - The Peaceful forest creature (Game Mobile Character) Polycount:Faces: 2620Tris: 5199 "He is part of the creatures exiled by the king after the "First War" between humans and creatures, lives peacefully in one of the forests bordering the kingdom.Will this peaceful being…
Files bigger than 2048x2048 ? No way. Sometimes few 512x4096 maybe for something long stretched . UDIMs for a few big assets and unique macro layer on distant terrains sometimes. Never for , ground , walls . It's just from my practice. With unlimited memory budget there are other ways for sure. I am talking about typical…
Hello Larry! Thank you again for your time. All the textures have a texel density of 512 px/m. Looked like it was enough at the time and didn't make my computer implode. I don't remember right now where I took the number from. Some leafs are mesh decals, yes. I will change them and take a look at the rest. Yeah, lightning…
There's at least three separate types of baking artifacts present in each of the examples above: * Pixelation / jagged aliasing in the normal textures. * Bright highlights around UV seams and hard edges. * Dark shadows around the inner and outer edges of shapes. * Wavy edges around around the outsides of the cylinders.…
Geometry wise - as long as silhouette is established and there are no visually faceted looking areas should be your rule of thumb. Within reason, the 8k-12k budget is arbitrary, as all assets are different. That 12k limit may work for one asset, but what if another asset is much more organic with tubes, pipes and cables?…