Hello folks. I'm working on an art test for a company in my city. The things were going pretty smoothly until I encountered texel density. I found several approaches to adjust texel density but none of them worked well for me. Requirements for the model are: 2048x1024 texture 200px/m2 texel density 4px UV padding From the…
I would scrutinise your final result for texel density but in fairness I'm a texel density nazi. strict adherence to texel density is not about how many pixels there are per metre, it's about making sure that the scale of detail like bricks, bolt heads and other such visual references are consistent and believable. If an…
>The problem is Quixel where it's a pain in the a.. to work on non-square/ non consistent texel size Both DDO and NDO support non-square textures by nature of being reliant on Photoshop, which itself supports the same. Inconsistent texel density isn't a problem that I'm aware of that would affect working with either tool…
Hey guys! I've been roaming the forum but have not found this exact question. I am trying to create a dice asset for online stores with a Substance material. Because I don't know how the object is used and that it is sold for mass market I will need to make it for the most broad usage. In my case I can assume that it is…
Bonkahe - I didnt lied about the proportions :) just said because i want to help. Btw the sideling panels texture resoluton looks smaller then it may be supposed. I mean compared to the others. And one more thing that i noticed. Your texel density doesnt seems to be equal. Can you show me a screenshot from your texel…
That's because if they were getting scaled up to fill the space, that's breaking the texel density. You have the important parts scaled up, and you unchecked 'rescale', to save its texel density on repack. You could fix this by finding a tedious balance, or utilizing symmetrical UV's which will definitely help push more…
Thanks for the advice everyone. I spent a lot of time yesterday reading up and learning about Texel Density. I believe I am starting to understand how I should be texturing my walls and floors of my level. Came across this "tutorial" (more or less) that really explains the subject of Texel Density well.…
yep. if there is a large disparity in texel density that might show where the uv seam is so you may need to be strategic where you place it. you can also find the winning character art entries from artstation competitions, look at the marmoset viewers, and you can find where they split the materials and how big of a texel…
Yes. keep your texel density uniform most of the time. There are exceptions to that rule but in the case of player facing parts and parts that are next to each other your most def want to keep them the same. If you have the texel density set to what you want and you still are wasting tons of space, try using a non-square…
From the wiki on texels there's this nice article on texture density: https://80.lv/articles/textel-density-tutorial/ If a small model and a huge model have the same pixel density, they will show their texture maps with the same amount of stretchiness. I think the situation you described is inconsistent density (the huge…