Texel Density Explained Fast

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  • čas přidán 30. 11. 2020
  • This video isn't a fully comprehensive look into texel density but you should get a good understanding of what it is and why you need to consider texel density as you layout your UV tiles.
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Komentáře • 28

  • @tolobo4813
    @tolobo4813 Před 2 lety +6

    Thank you for explaining! When I first started messing around with UV's I noticed there were so many inconsistencies with my models, I understood this concept but didn't know it was simply called texel density!

  • @av.yana_
    @av.yana_ Před 7 měsíci

    Only 3 minutes but so useful and clear. No other long TD videos have made me understand better than this...Thank you!

  • @mikesegarra869
    @mikesegarra869 Před 5 měsíci

    This just completely fixed my understanding of uvs thank you so much!

  • @ericavoss8105
    @ericavoss8105 Před rokem +2

    The visuals in this made it so easy for me to understand. Thankyou for making this video!

  • @buonarrotimichelangelo2147

    Awesome Texel Density demonstration

  • @bhaskarmaity2890
    @bhaskarmaity2890 Před 3 lety

    Very well, explained.

  • @deygus
    @deygus Před 3 lety +2

    Thanks, learn something new every day! :D

  • @justaballofnothing4056

    very well explained thank you

  • @odettlavioque
    @odettlavioque Před 2 lety +2

    hey thank you very much for the clear explanation I was getting very confused (and so apparently for something quite easy to understand :D )

    • @JoshAntonio
      @JoshAntonio  Před 2 lety

      Glad the video helped you to understand :)

  • @gabrielherrera6651
    @gabrielherrera6651 Před 2 lety +1

    Very good explanation.

  • @sadeghbaghshahi7045
    @sadeghbaghshahi7045 Před 2 lety

    tnx man your data in good

  • @TenFootCity
    @TenFootCity Před 2 lety +4

    Thanks for making this video, very helpful! Is there a rough guideline to aim for when checking the Texel Density?
    In my current environment scene, the models UV's range between 0.5 up to 5.

    • @TenFootCity
      @TenFootCity Před 2 lety +1

      Im checking this in the UV Toolkit, under the Transform tab if anyone was wondering

  • @BingGeaux
    @BingGeaux Před 7 měsíci

    I’m still not following…if I am applying multiple textures to the same asset, would I still want to change all the UVs to a similar size?
    Or can I correct stretched or overblown-scale textures by manipulating the UVs
    Any help is appreciated

  • @keziagreste
    @keziagreste Před měsícem

    So it's basically pixel density but we use a higher term texel? kinda like cell-tissue

  • @deepmusic2456
    @deepmusic2456 Před 3 lety +1

    Awesome....

  • @tigran5874
    @tigran5874 Před 3 lety +2

    How to fit every uv shell in a map and save a good texel density?
    When i set texel density 20.48 for 2k my uv shells become very big and i can't fit them i the map

    • @JoshAntonio
      @JoshAntonio  Před 3 lety +2

      Well that’s when you need to start considering how you’re laying out your shells. If you can’t fit all the shells with a good texel density, then you might need to consider splitting the shells across multiple tiles with UDIMs. Or try fitting them and using a higher resolution texture map.

  • @photons30
    @photons30 Před 4 měsíci

    good now how to set it up.

  • @DamienRamirez
    @DamienRamirez Před 9 měsíci

    I know all this & yet it's until he dumbed it down that I realized what is the causing the issue I'm currently having with a planet model. ~TY

  • @Atezian
    @Atezian Před rokem +1

    This has a fundamental problem: What do you do if your textures themselves have a different information density? You can have a checkered texture with UV's displaying a perfectly equal texel density, and yet when you swap to a packed texture, some of them are too big and others are too small; which means you have to scale to UVs for each individual texture anyway. This means that the checkered texture is a pointless reference point and a waste of time.

    • @LeviJM
      @LeviJM Před rokem +1

      Then you take it case by case, if it's something that needs more resolution just make the shell bigger, the checkered texture is not a waste of time at all it gives great information for texturing models