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 ...
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
The doors for the buildings won't just be textured using one, singular, tileable texture. They have frames, insets and door knobs that will have different colours and textures. Even if I did want to use tileable materials, I faced a new issue with the Texel Density. If I wanted to have a doors UV shells on their own material, matching up them up with the Texel Density of the rest of the assets gave me the results below: Matching up the density and giving the door its own material, in this case, meant I'd waste a lot of UV space, too much to justify having a 2k texture just to match the resolution. Making full use of the UV space of course resulted in inconsistent resolution. The door would now look extremely high res next to the building. Following some research I found a online (JackX570, 2015) which helped towards solving my problem: Using my chequered UV texture I got from google, which by default was 2048 x 2048, I created a photoshop ...
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