Hey, so I want to change my tiling based on texel density but for that I need the texel density in runtime somehow for my generic material library. Ive tried DDX DDY for screen space UVs but that dosnt work. Tiling by mesh bounds or so also dosnt make sense. One idea would maybe be to calculate relative distance from 2…
Hello community, I wish everyone a wonderful day. I have a question related to Texel Density. Currently, I am working on a medieval village map for my personal project. I want to establish a Texel Density standard for the majority of the modular assets in my map. I understand that, except for unique objects, the meshes in…
So I'm trying to layout all my UV's for my model. I have some uv shells that I went to be set at a texel density of 50, others at 75 and a few at 80. I've gone ahead and set specific ones at those levels and clicking get texel density shows that. However after I use UV Layout it's averaging them all at around 81 texel…
How do you go about maintaing texel density, what's your method? I'm just kind of curious how many people actually measure out there uv pieces as opposed to eyeballing it. I think it is more concerned with enviroments than characters. how I do it is to make myself a Visual Guide to set in the background as I unwrap and…
Hey guys, i have a question regarding texel density. I do undestand how texel density work with a single mesh, but i'm quite confused on how it works with two or more separated meshes. Let's say i have 3 cubes with their default texel density. If i put a 1024x1024 UV grid texture on all the cubes the result would be…
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…
HiI read that the most common texel density for the games are 5.12 for TPP and 10.24 FPP. I've been using this parameters for a while on 2k/4k textures and I'm not sure if i'm doing it correctly. Am I downscaling the textures actually and should the UVs have 20.48 density on 2k textures etc? I also heard that you should…
Based on this article: http://www.ericchadwick.com/examples/provost/byf2.html 1. Is it acceptable practice to have inconsistent texel density in your maps in order to prioritize detail in important places like say the face of a character? 2. Is it acceptable practice to simply scale up your UVs as much as possible to…
I was wondering what guidelines people here usually adhere to when it comes to texel density. For example, if I'm completely unwrapping a prop, would 512 per meter be a good standard? (a prop that is at ground/eye level with the player).