Modular Asset Uvs V2 - Texel Density
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 Texel Density from the largest building
And "Set" the Texel Density to the UVs of the other assets
This gave me the same Texel Density across the assets. At this point, I have 4 separate models, with seamless textures and matching texture resolution.
The problem was, having the exact same Texel Density meant re-scaling the UVs, leaving me with wasted UV space.
I solved this problem by fitting all small buildings and the window frames to the same material, as these would now all share the same Texel Density as the largest building, and I wasn't wasting all that UV space.
The final result was exact texel density across all the below assets.
Reference:
Autodesk Knowledge, 2017. UV Editor Overview. Available at: http://help.autodesk.com/view/MAYALT/2017/ENU/?guid=GUID-73BF7546-3BF2-44F3-9192-15A024CEC173 [Accessed: 08/11/2017]
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