Modular Assets UVs V3 - More Texel Density issues and solution
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 file of the same resolution. Then I halved the canvas size (not the image size) which gave me a 1024 x 1024 texture with shrinking the image size (it cropped it). Then I halved it again for 512 and again for 256.
Then I created some simple material instances and named them according to resolution.
I imported the door and used a building with the correct Texel Density as reference, placed next to each other, and started cycling through the instances to find a good match.
2048 x 2048 is obvioulsy too high, which I knew from the previous test.
1024 x 1024 is better, but still a bit too high
512 x 512 is looking much closer
256 x 256 is far too low, so my best match is 512 x 512.
With this set, I matched the Texel Density to the next door
Get Texel Density
Set Texel Density
Clean up UVs, stacked some shells.
My results told me 512 x 512 was the best match before, so I applied this to the new door.
I know I need to have the doors set to 512 x 512 to match the resolution.
(Note: The resolutions can now be scaled too. So if the buildings change to 1024 x 1024 due to system requirements, the doors will change to 256 x 256, and so on)
Reference:
JackX570, 2015. Texel Density. Available at: https://www.youtube.com/watch?v=wKDlJUlzFoA [Accessed on: 08/11/2017]
Bibliography:
3D Total, 2013. Texel Density for Game Art. Available at: https://www.3dtotal.com/tutorial/1813-texel-density-for-game-art-3ds-max-unreal-dev-kit-by-tim-diaz-udk-bricks-tutorial-environment [Accessed 07/11/2017]
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