To prevent different buildings and assets from having inconsistent texture resolutions, I need to ensure that the Texel Density is either identical or as close as possible between all UVs. Otherwise, you might see a low resolution door next to a high resolution window frame, which will look unnatural and could brake immersion. I was able to use the chequered UV texture to help me visualise this. With the largest house taking up the most UV space, and scaled to as far as it's UVs could go, I already knew what the ceiling on my Texel Density was. After doing some research I found the Texel Density tool in the UV tool box by looking through the Autodesk Knowledge documents ( Autodesk Knowledge, 2017) . This tool allows the user to highlight UV maps and 'get' the Texel Density, then highlight a second set of UV maps and 'set' the density. This prevented me from having to manually scale objects by eye, as I had been before. I "Got" the ...
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