Discussion: Talking Texel Density

Sdílet
Vložit
  • čas přidán 23. 07. 2024
  • Discussing Talking Texel Density
    #texeldensity #texel #gameart #3d
    Texel Density is super important. In this video I explain how I look at it as well as discuss how to visualize it in a different way.
    ► Like ► Comment ► Subscribe
    ► TimeStamps
    0:00 Start
    0:56 What is Texel Density
    1:45 How I look at Texel Density
    3:00 What happens as you scale up?
    8:16 When to go generic
    11:26 Outro
    Asset by www.artstation.com/tobiasrintoul
    ► Texel Density links
    All You Need to Know about Texel Density HQ PDF
    www.artstation.com/a/12604847
    Texel Density Checker tool UE4/5 (FREE)
    mattc.gumroad.com/l/DxDYD
    How to
    sudonull.com/post/76208-Texel...
    ► LinkTree linktr.ee/DiNustyEmpire

Komentáře • 23

  • @MattC3D
    @MattC3D Před 2 lety +6

    Awesome stuff! A side note with the larger assets, trimsheets are a great option too as long as it’s built to scale correctly with the texel density :D

  • @Silen00
    @Silen00 Před 2 lety +2

    Love these videos, thanks for sharing knowledge in a clear and concise way. Super helpful both for people learning and those who want to review their info.

  • @nathanielhughes115
    @nathanielhughes115 Před 2 lety +1

    using the cube to visualize Texel density genius , makes understanding it a lot easier.

  • @NeonFraction
    @NeonFraction Před 2 lety

    I swear I link this to someone at LEAST once a month. Incredible video!

  • @bernardvezina-gagnon24

    Love the educational video like that !

  • @jeanpierrevargas8872
    @jeanpierrevargas8872 Před 2 lety +2

    Amazing! Can't wait for the second part of this tutorial, really interesting stuff, it is very difficult to find this kind of information

    • @TheDiNustyEmpire
      @TheDiNustyEmpire  Před 2 lety

      What would you like to see in that video by the way

    • @jeanpierrevargas8872
      @jeanpierrevargas8872 Před 2 lety +2

      @@TheDiNustyEmpire Hi! thanks for your reply! I would like to know exactly what you mention at the end of the video, how to use reduce texture count/ reuse textures and shaders more effectively :D

    • @DeputyChiefWhip
      @DeputyChiefWhip Před 9 měsíci

      Yep that would be great 🎉

  • @michailkolovos1299
    @michailkolovos1299 Před 2 lety

    Beautiful!

  • @karthikeyan3d319
    @karthikeyan3d319 Před 2 lety

    Amazing info

  • @thomaseichler2368
    @thomaseichler2368 Před 2 lety +4

    In Star Citizen they add a ton of detail by using decal trim sheets which are coming with its own normal/roughness/albedo map and are highly reusable over all assets. Second big impact to the look and feel of these models are weighted normals, which can be achieved by using auto smooth and the blender modifier.
    Nice explanations and nice video. Blender should support a texel density checker without buying third party plugins :/ I always have to eyeball this against a reference cube. Close enough ^^

    • @TheDiNustyEmpire
      @TheDiNustyEmpire  Před 2 lety +3

      I’ll def be talking about trim sheets as we get into options with scale becoming something you have to solve. There are free texel density checkers for blender. This one is my go to.
      mrven.gumroad.com/l/CEIOR

    • @boudewyn
      @boudewyn Před 2 lety

      I never understood how I should interpret weighted normals (WN). I understand what they technically do, but I don't know how, or at what point I should use them. Do I apply them after a bake? Do I bake with WN applied? Are they transferred along the mesh when exported?

  • @Sae-ez3dx
    @Sae-ez3dx Před 2 lety

    Thanks, man, I had a discussion on discord about this 3 weeks ago, so what about the texture resolution for small unique 0-1 assets compared to the larger one apart from tileable? I think genetic textures are hybrid textures? (Uniques + tileable)

    • @TheDiNustyEmpire
      @TheDiNustyEmpire  Před 2 lety +1

      for the size of the smallest asset and based on the 512 that i demoed, it would e 512 for the 0-1 prop.
      generic textures is a number of things which is why i wanted it to be a separate video. so in some ways your correct on the unique + tileable also :)

  • @thomasburbage5450
    @thomasburbage5450 Před rokem

    I hope you will show that asset in a finished state, its UV Sets and Texture Sets optimized as you are describing, in the follow-on video.

  • @aaronhicks1260
    @aaronhicks1260 Před 2 lety

    Would love to an example of these kind of uv layouts you describe. For texel density, masking, etc. Great video.

    • @TheDiNustyEmpire
      @TheDiNustyEmpire  Před 2 lety

      Ya that makes sense. I’ll see what I can do. Do you have discord?

    • @aaronhicks1260
      @aaronhicks1260 Před 2 lety

      @@TheDiNustyEmpire I do have discord

  • @TheSatzy6699
    @TheSatzy6699 Před 2 lety

    nice

  • @egalegalegalegal
    @egalegalegalegal Před 2 lety

    Nice explanation, but would love to see real specific textures for different texel density not just the assets.

    • @TheDiNustyEmpire
      @TheDiNustyEmpire  Před 2 lety +1

      I believe that just makes it harder to understand the core concept but I can look into that for the next video