Paul H. Paulino shows how you can find the best UV resolution and texel density for your objects.
Texel density is a measurement used in game development. Once, calculating it was complicated and hard but now there’s an easy way to do so with the help of Paulino’s tutorial! He makes sure that everyone can use Maya’s built-in tools for this task by giving step-by-step instructions on how you too could find optimal texel densities using Autodesk software likeMaya or 3ds Max.
Once upon another time–calculating tessellation distances & resolutions were quite difficult if not downright confusing!–but today we haveAutod.
Texel Density, UDIMs, and Resolution.
Dense, layered hair is something that some people never seem to achieve. How can you tell if your strands are at the right density? Well for starters there’s a few factors in play like water retention and porosity – but it all comes down to knowing what kind of texture works best on someone with curl type 3B coils (lush) versus 4A frizzy ringlets!
Texel density in VFX is not a subject that can be easily understood. Questions like, “How do I make sure there’s enough UV resolution on my assets?” and “What are the best practices for keeping textures sharp?”.
The output tone should keep readers engaged throughly informative without being too technical or heavily relying upon jargon.
Paulino covers a technique he uses to quickly establish correct density. You can have textured models with just a few steps, and it’s possible for the artist not having spent too much time or money on creating detailed UVsmaps if needed!