Environment Moodboard 1 some links for reference: https://in.pinterest.com/pin/508484614157449680/ https://www.artstation.com/artwork/cartoon-wild-west https://sketchfab.com/models/25f4915a3a87445f94a4856515051a51
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 ...
I am going to texture the window frames with tileable materials too, but I soon noticed when testing the game in VR that the grain of the wood on my test material was all going in the same direction which looked very unnatural. I decided to edit my UVs further, and tread the shells like planks of wood, facing the direction of the grain. The result is, a tileable material will now now longer make the frame looked like its one coherent piece of wood with the grain flowing in the same direction. It looks a log more natural with grain flowing up and down different parts of the frame.
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