Increase Texture Resolution with Texel Density Checker for Blender 2.81

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  • čas přidán 8. 07. 2024
  • Use the Add-on Texel Density Checker to select the quality of the textures. And achieve the same exact resolution for all your meshes.
    0:00 Why Texel Density
    1:30 Texel Density Basics
    2:36 Texel Density Table
    3:30 Install Blender Add-on
    3:36 Texture Size
    3:43 Set Texel Density
    4:10 Map Isle doesn't Fit
    4:22 Plenty of Unused Area
    Texel Density Checker Add-on: gumroad.com/l/CEIOR
    Leonardo Lezzi Tutorial: 80.lv/articles/textel-density...
    Web Page: www.aendom.com/
    Facebook: / aendom.atelier
    Instagram: / aendom
    Artstation: www.artstation.com/aendom
    Gumroad: gumroad.com/l/ZFtpGI
    Twitter: / aendom
    Music by Dream Machine from Fugue

Komentáře • 138

  • @vivekkumarranjan94
    @vivekkumarranjan94 Před 4 lety +24

    This isn't just a video. It's a story of Texel Density.

    • @aendom
      @aendom  Před 3 lety +1

      hahaha you are right. thank you!

  • @denetor64
    @denetor64 Před 2 lety +3

    Man, thank you so much for this 5 minutes of video, i had a hard time figuring out texel density and more specifically their application during, a long, long time. With the addon and your video I understood everything.

    • @aendom
      @aendom  Před 2 lety +1

      Glad to know that the video helped you out!

  • @bam_bino__
    @bam_bino__ Před 2 lety +7

    The fact this isn`t in blender by default after 20 years is astonishing, i jump between using maya and blender, Maya just has this feature by default

    • @aendom
      @aendom  Před 2 lety +2

      I hope the Blender Foundation add this function, or at least put any addon to calculate the Texel Density to the Vanilla version.

  • @EvanG3D
    @EvanG3D Před 4 lety +5

    Very nice video, awesome production quality and great narration. Thanks for the info.

    • @aendom
      @aendom  Před 4 lety +1

      Thank you Evan! Happy to hear that!

  • @aeko
    @aeko Před 3 lety +3

    Really nice video. The background music was awesome too. Created a great mood to an otherwise dry subject.

    • @aendom
      @aendom  Před 3 lety

      Thank you Aekorps! Glad to know that!

  • @wisemonkeys4511
    @wisemonkeys4511 Před 3 lety

    Subscribed and liked! Amazing content. I only have good things to say here haha. Your voice is nice and soothing, your approach is clear and easy to understand and the technique just helped me to solve an issue that I have been dealing with for quite a while. Thumbs up!

    • @aendom
      @aendom  Před 3 lety

      Thank you elFronza! I'm very happy to know that you like the content I'm making, and I love that you solved the issue you had. thanks for the like and sub!

  • @yuriaugusto1084
    @yuriaugusto1084 Před 2 lety

    For anybody watching this tutorial, u need to download TWO addons, Texel Density AND TexTools, since the install part it's accelerate for some reason if u can miss the addons part, great tutorial. Cheers.

    • @aendom
      @aendom  Před 2 lety

      Thanks for checking out the video, even that its old by now. BTW The link of the Texel Density addon is in the description

  • @cupcake5545
    @cupcake5545 Před 3 lety

    What an artist

    • @aendom
      @aendom  Před 3 lety

      I hope in a good way.

  • @faryanblender8946
    @faryanblender8946 Před 3 měsíci +1

    The best texel density tutorial ive seen so far, and a very nice and calm way of teaching. Wish you had an tutorial on how to unwrap a building

    • @aendom
      @aendom  Před 3 měsíci +1

      Thanks mate! I will have that in mind for a new project.

    • @faryanblender8946
      @faryanblender8946 Před 3 měsíci +1

      I would love that? Any plans on doing more youtube tutorials? I also checked ur collaboration with nvidia, you are just amazing@@aendom

    • @aendom
      @aendom  Před 2 měsíci +1

      @@faryanblender8946 Hey man! Thanks!
      Im doing a project, and I will make a video about the UVs for sure!

  • @wespenwald1297
    @wespenwald1297 Před 2 lety

    Wow, thank you for this!

    • @aendom
      @aendom  Před 2 lety

      Thanks for checking out the video!

  • @ChristinaMcKay
    @ChristinaMcKay Před 4 lety +2

    Great video, well done. Thanks for sharing.

    • @aendom
      @aendom  Před 4 lety

      Thank you Christina!!

  • @TheFercancino
    @TheFercancino Před 3 lety

    grande Alex!!! gracias por compartir

    • @aendom
      @aendom  Před 3 lety

      Muchas gracias por verlo Fer!

  • @Tracks777
    @Tracks777 Před 4 lety +4

    nice content

    • @aendom
      @aendom  Před 4 lety

      Thank you MisterTracks!

  • @KennyChu
    @KennyChu Před 2 lety

    That solved half of my problem. Thankyou

    • @aendom
      @aendom  Před 2 lety

      Nice to know mate

  • @dommafia
    @dommafia Před 4 lety +1

    Very userful, thank you very much for your time.

    • @aendom
      @aendom  Před 4 lety +1

      Hope this helps! Also, I'm doing the next project and I will include the New feature UDIMs.

  • @heidixi3227
    @heidixi3227 Před 3 lety

    Thank you! Amazingly made video :)

    • @aendom
      @aendom  Před 3 lety +1

      Thank you for reaching out! Glad you like this video!

  • @onefoxstudio
    @onefoxstudio Před 3 lety

    Superb !

  • @MintyMan
    @MintyMan Před 4 lety

  • @mrhollywood1173
    @mrhollywood1173 Před 4 lety

    EXCELLENT !!!

  • @niemanickurwa
    @niemanickurwa Před 3 lety

    Thanks man very helpful.

    • @aendom
      @aendom  Před 3 lety +1

      Thanks for checking out the video! Happy to know that it helped you.

    • @niemanickurwa
      @niemanickurwa Před 3 lety

      @@aendom Do you mind if I ask a question? How do I use this with UDIMs? I have multiple objects and will be doing close up photorealistic renders, so need highly detailed textures. Some objects are large some are very small. I should unwrap the largest object, fit it to a 4K texture, then match the size with the other objects and add other UDIMs? Sorry I hope that makes sense :)

    • @aendom
      @aendom  Před 3 lety

      @@niemanickurwa Sorry for the late reply! First, check whats the necessary resolution (texel density) to make close-ups. After that use the same texel density for all your objects that want to take close-ups. And You will see if all of it can fit in one or more tiles. I hope this makes sense. I'm thinking to make an UDIMs video, because I get this question several times.

  • @MrReactric
    @MrReactric Před rokem

    I watched a the story of Texel Density. Like a trial of a movie :) very nice. thanks

  • @wacom8199
    @wacom8199 Před 3 lety

    Epic!

  • @lz4090
    @lz4090 Před 4 lety +1

    Nice. How does uvpackmaster or any other uv packing tools fit with this addon? are the features redundant? Thank you

    • @aendom
      @aendom  Před 3 lety

      I haven't used that add-on, but if you can specify the texel density in any other add-on, it would work out. (You can also use Textools for texel density)

  • @gustavocorrea2390
    @gustavocorrea2390 Před 4 lety +1

    Hola Alex, un gusto verte en vivo por el canal de Joni, te hago una pregunta, qué usas para compartir el teclado y el mouse en pantalla, sirve para cualquier software o es un addon de blender solamente?
    saludos y gracias por compartir tus trucos ;)

    • @aendom
      @aendom  Před 4 lety

      Es un plugin de OBS que se llama "Input Overlay". Gracias por ver el podcast!

  • @Dezzasheep
    @Dezzasheep Před 4 lety

    Thanks for your vid... very helpful! I have a small issue - after exporting to substance painter my resolution seems too low when stamping heights etc... so Ive tried upping my texel density by using 4096 texture size and a TD set to 20.48 (in texel density checker). This makes the islands become huge compared to the UV map background. How do I fit my islands into the UV map area without decreasing my TD dramatically?

    • @aendom
      @aendom  Před 3 lety

      I had the same problem a long time ago. And I solved the issue in two different ways; the first one is to use an 8K texture or the second, divide the island into more small pieces to fit in multiple tilesets (now you can take advantage to use UDIMs)

    • @fangtooth4471
      @fangtooth4471 Před 3 lety +1

      UV packmaster would likely fix your issue

  • @clemeleon151
    @clemeleon151 Před 2 lety

    Very clear tutorail thanks ! I just have an issue wich is my uv are to small or to big but there no in between, i tried switch resolution and TD but doesn't work, the best ii can do seems to be 2048/ 6.502 ( i'm working in inch ) and i waste a lot of space, do you have any idea ?

    • @aendom
      @aendom  Před 2 lety +1

      I would use UDIMs for this situation, the channel of CGBoost has a very good video about it.
      czcams.com/video/55sGQLX7iho/video.html&ab_channel=CGBoost

  • @temptor7585
    @temptor7585 Před 3 měsíci +1

    Doesnt "average island Scale" in blender (in the UV section) essentially give you the same texel density? SO you can take all your UVs, highlight them all- then do "average island scale" and then pack them, that should give you uniform texel density, right?

    • @aendom
      @aendom  Před 3 měsíci

      Yeah, but if you have a lot of meshes, selecting all of them at once and editing them could be challenging. But if it is something small, that could work without problems.

  • @alpamysseitkhanov7905
    @alpamysseitkhanov7905 Před 2 lety

    Hello, thank you for the explanation! I can't quite wrap my head around this whole texel density thing yet. Could you please help me with this?
    So, I have a factory floor that I'm trying to texture in substance painter. I want to add tileable textures and I also want to add some dirt to mix it up and hide the tileable textures. In blender I'm setting my texel density of the mesh to 20.48 px/cm and can see that my UV map now is a LOT bigger than the UV grid, I then import it to substance painter and I can see that the texture is very high resolution (which is good), however, the textures are now tiling and I can't add Individual (non repeating) details like alphas, decals and dirt.
    I comeback to blender and now I'm trying to fit my mesh inside the UV grid, the texel density now is very low (0.096 px/cm). I go to substance painter and now I can mix tileable textures with individual alphas but the texture now is very low reoslution.
    How can I make my UV map have high texel density and also be able to mix tileable and non-repeating textures?
    Best regards

    • @aendom
      @aendom  Před 2 lety

      Hey! I am on vacation and I dont have a lot of time in the computer.
      About the question, I do not know how to mix tileable textures and alphas. For texturing something I use Substance Painter or Blender, but I don't use both at the same time to mix alphas and kind of stuff, I know that could be done, but I don't usually do, so I don't know how to solve your question.
      I would solve this using multiple tilesets as UDIMs. Having a basic texture and others with different details on each tileset. And in Blender, I would select the best tileset for each case.
      Hope this helps!

  • @II-er7gj
    @II-er7gj Před 4 lety

    @
    AENDOM - did you try fresh install for this addon in Blender 2.82? It seem that it is not installed after installing in addons. Simply - Blender installs it without any issue but when I check in addons - I cannot find this addon named or related with Texel Density. Can you please check it out and test it for Blender 2.82? It is very weired that this addon zipped size are only 28 kb after download?

    • @aendom
      @aendom  Před 4 lety

      I just checked, Blender's version is 2.82 and the Addon's version is 2.2.1 Working perfectly, but it doesn't weigh 28kb but 8Kb. Check that the file is for Blender 2.82

  • @MaximumAbility
    @MaximumAbility Před 3 lety +2

    Problem: After exporting the model from blender I upload fbx in substance painter, got some cool smart material and for test apply and what I get. GARBAGE, absolutely messy blured overscaled material which I tried to multiple with substance painter scale slider and nothing is getting better. I just get a lot of visible tiling seems of the texture. Can I resolve this problem with increasing texel density and using UDIM maps?

    • @aendom
      @aendom  Před 3 lety +1

      I think you solve the problem in your comment. That should work.

  • @anyeos
    @anyeos Před 4 lety +3

    That is the secret of why AAA games looks so great without losing frames per second.

    • @aendom
      @aendom  Před 4 lety

      That's correct. Also, I think they use LOD for that.

    • @Slouworker
      @Slouworker Před 4 lety +2

      @@aendom Proper density, LOD's, occlusion culling and a lot more. It's not that simple

    • @SuWoopSparrow
      @SuWoopSparrow Před 4 lety

      Doesnt make so much sense what you or Banana are saying. Most indies are cautious of their texel density, too. LODs, occlusion culling, etc most of that is standard and automated in game engines, meaning indies get it too.

    • @anyeos
      @anyeos Před 4 lety +1

      @@SuWoopSparrow there are a lot of indie games and they dont have enough knowledge of how to handle that things. And they dont have the presion of sell the game and make it run on a lot of hardware. So they dont care to make it run better and look great at the same time.
      But I am generally talking, it is not the case of all indie developers.

  • @jennifertashia4446
    @jennifertashia4446 Před 3 lety

    how do you maintain a consistency of 512px/m in 2k texture? I tried to apply that exact number but in the end I need to scale up my unwrap until they're out of the uv boundaries and I'm pretty sure I can't use that for baking please help

    • @aendom
      @aendom  Před 3 lety

      sorry for the late reply, I had no internet for the last 5 weeks. If you cant fit in the UV boundaries you can use a bigger size and/or UDIMs

  • @judofernando8298
    @judofernando8298 Před 9 měsíci +1

    QUESTION PLEASE, why when i try set my td to 4k, it always bigger than the Uvmap

    • @aendom
      @aendom  Před 8 měsíci

      Hey mate! I'm sorry for not getting back to you sooner!
      In this case, you can do multiple things. You can make the Texel Density smaller or keep the actual size and divide the UVs into several tilesets or UDIMs.

  • @kartikeye
    @kartikeye Před 4 lety +3

    I am interested in your texturing workflow from blender to substance. I will definitely purchase if you do a course on it.

    • @aendom
      @aendom  Před 4 lety +3

      I have some info about that on my webpage. But if do something more in-depth I will announce it here for sure! And thanks for reaching out man!

    • @aendom
      @aendom  Před 4 lety +1

      @@lecheolechon Thanks for sharing Lechon!

  • @Mal_3D
    @Mal_3D Před rokem

    Whats the name of the song? i looked up "Dream Machine from Fugue" but couldnt find it

    • @aendom
      @aendom  Před rokem

      Looks like the songs are not available anymore.
      Anyway the site is icons8.com/
      Maybe you can find something nice there.

  • @rocktheelement
    @rocktheelement Před 4 lety

    Not a Blender user but this was very helpful anyway.

    • @aendom
      @aendom  Před 4 lety

      Nice to know that! Glad to help!

  • @vince2696
    @vince2696 Před rokem +1

    problem: I cant get the same checkerd pattern to be visable. the only thing I could figure out is the "assign cheker material" button. but i came up with the default multicolor UV pattern. is there a way to change it?

    • @aendom
      @aendom  Před rokem

      If you go to the Image Texture Node in the Shader Editor, you can click on New, and in the option "Generated Type," you can choose "Color Grid" for a colored UV checker or "UV Grid" that will be the Black and White version. I hope this helps mate!

    • @vince2696
      @vince2696 Před rokem

      @@aendom holy crap lois, it worked!

    • @aendom
      @aendom  Před rokem

      @@vince2696 Nice!

  • @vegitoblue2187
    @vegitoblue2187 Před 4 lety

    How do I go about using this when I'm also doing texture atlasing? I'm trying to texture a highrise building

    • @aendom
      @aendom  Před 3 lety

      I think it's just a matter of focusing on having the same texel density on objects. That would be it.

    • @vegitoblue2187
      @vegitoblue2187 Před 3 lety +1

      @@aendom texture mapping is also the issue. im gonna look at modular approach

    • @aendom
      @aendom  Před 3 lety

      @@vegitoblue2187 That sounds good, using a modular texture workflow it's the way to go.

  • @javednoman3051
    @javednoman3051 Před 4 lety

    Wowooo, You did it, Here is another Problem , When we export UV map we have to choose resolution, That resolution also effects texel density, how to over come it.

    • @aendom
      @aendom  Před 4 lety

      With the Texel Density Checker Add-On, you need to put the Texture size and the texel density for each map. That's it.

  • @TheDucaChannel
    @TheDucaChannel Před 3 lety

    Hi AENDOM, I need some explanations to rightly understand the workflow you used, id is possible, of course.
    The workflow should be:
    1 - choose the bigger separate part of your mesh (so, the bigger island) and set up an appropriate Texel Density;
    2 - Fill the empty spaces of the first UV map with other islands. If you have a mesh with more pieces you have to create new UV maps and fill them with the rest of the pieces of the mesh. BUT the new UV maps you are going to create should have obviously the same texel density you used in the first UV map;
    3 - If you have a further piece (island) too big to be included in the UV map, you have to Seam it;
    4 - If you have plenty of unused area in (the last) UV map, you suggest downgrading to 2k but keeping the same starting Texel density of the first UV map, right?

    • @aendom
      @aendom  Před 3 lety +1

      Hi Duca, let me answer you point by point.
      1 - I first set the desired texel density on all the meshes, then check if the bigger island fit.
      2 - Fill the map with other UV Islands, but try that is the same material or something alike. Always with the same texel density.
      3 - Yes, if you choose a texel density and the bigger island doesn't fit, you can cut that island in two or more parts. Or you can downgrade the texel density of all the project so the bigger UV Island fit into the Tileset.
      4 - Yes, If you have a lot of space you can downgrade the Tileset size. But obviously, you can use a 4K. But to use less memory I prefer to use a smaller version. In this project was 2K.

    • @TheDucaChannel
      @TheDucaChannel Před 3 lety

      @@aendom okay, great
      but let me make some further questions:
      at point 1 I don't know if I have rightly understood ...: normally, the meshes you have in your scene are divided in many different Islands. To measure the right correct texel density, you should place the BIGGER island of the mesh and try to find a correct texel value. When you found it, then place the other little islands of the same mesh. So you create a single UVmap for every single mesh.
      at point 3, in case you have too many islands that cannot fit in a single UV map, you have to create an another UV map, with the same texel value and put there the rest island. Does it mean to create an UDIM map? I mean, some object (meshes) need a single UV map but some other complex meshes should need UDIM maps, in other words the islands of the complex mesh should be placed in a different UDIM maps?
      at point 4, If you have a lot of space in your UV map, BUT if you don't change the original island size, you shouldn't get issues because the islands got /receive the same texel density of the first UV map. Shortly, if you use multiple 4K UV map with the SAME texel value, and you preserve the original island size, you don't need to downsize anything, right?

    • @aendom
      @aendom  Před 3 lety

      @@TheDucaChannel 1 - I try to use the least Tilesets as possible. That my only rule. If you put a complete mesh on a TIlset and you still have space, add another mesh that could fit in the mesh.
      3 - You don't need to use UDIMs but that is a possible solution. But if you can't fit all the mesh on a Tileset you need to add another Tileset for that parts (or use UDIMs)
      4 - You can use the same 4K Tileset, but you will have a lot of empty space, if that's ok with you, there is no problem. But some companies will ask you to downgrade the Tileset to something smaller, but keeping the same texel density.

  • @lovelife8360
    @lovelife8360 Před 3 lety

    sir i'm creating phone game any advice pls to make game smooth . i mean should i lower verticals and texture level and should i put texture in 128 pixel sorry for my bad english

    • @aendom
      @aendom  Před 3 lety +1

      Hi mate, I think you should read the Texel Density Tutorial of Leonardo, that will help you to choose the right size of the texture for the game. 80.lv/articles/textel-density-tutorial/

    • @lovelife8360
      @lovelife8360 Před 3 lety

      @@aendom thank you

    • @aendom
      @aendom  Před 3 lety +1

      @@lovelife8360 No problem! I Hope you solve your dilemma!

  • @12XFactor
    @12XFactor Před 3 lety

    I'm new to the texel density topic but can someone explain to me why I should always use such a small TD for strategic cameras? In many strategy games, you can zoom and the single soldiers or whatever will then be as large as a hero in an RPG.

    • @aendom
      @aendom  Před 3 lety +1

      Texel density is resolution. If you want to take a close up and have good quality in the textures, you need a high texel density (resolution).
      Also, keep in mind that some games use LOD (Level of Detail), and if you get closer, the mesh and textures are enhanced depending on the camera distance.

    • @12XFactor
      @12XFactor Před 3 lety

      @@aendom So, when I have textures which are definitely are in the background and never will come closer (like a mountain) I would use e.g. a 256px resolution? But also need to care that the UVs of the mountain and e.g. my foreground hero are aligned?

    • @aendom
      @aendom  Před 3 lety

      @@12XFactor I can't say if that size is correct, but the lower texel density is for the background for sure. I don't understand what you mean with "Aligned".
      I use two rules to decide a texel density on any project:
      1. Use the lower texel density possible (but It has to look good)
      2. Make a test. (that's the best way to know if it works or not)

    • @12XFactor
      @12XFactor Před 3 lety

      @@aendom With aligned I mean to uniform the UVs. To not have in the UV view very large UV fields on the mountain and very small UV fields on a chair just because the mountain is 100 times larger. As I understand this topic the UV fields need to be uniform across all objects and just the texture resolution is different. And the goal is to uniform the UVs and use the correct texture resolution for the context. And to chose which resolution is the best for the context there is the calculation you showed us. Or did I misunderstand it? 🤔

    • @aendom
      @aendom  Před 3 lety +1

      @@12XFactor I think it's a little different than what I said in the video, but I'll try to explain it better.
      Near objects need the highest density, and distant objects need the lowest density, they would not have the same density.
      The calculation that I put in is a base that you can use. Still, it's not a dogma that you have to comply with 100%.
      I don't know if you have made a test, but try different densities and take the lowest density that looks good, depending on how far or close the asset will be.
      If I'm not solving your problem, please check out the Texel Density Tutorial of Leonardo Lezzi, I think that would solve your doubts. 80.lv/articles/textel-density-tutorial/

  • @HAJJ101
    @HAJJ101 Před 2 lety +1

    Thanks for this awesome tutorial! Question for you:
    Example:
    My assets:
    High polygon OBJ model
    4K texture image shader in another software render engine
    If I import my OBJ into Blender, set the target resolution to 4K in the density tool, and calculate the density to check (let’s say it calculates it as 10.24) what it currently is, then change the texel density to the max 40.96, then use UVPackMaster to automatically scale the UV of that imported model and pack it, will it KEEP the newly chosen (40.96) texel density? If not, is there a auto slicer addon tool for UVs to fit a certain texel density and resolution?
    But if UVPackmaster does, do I need to export the OBJ a certain way out of Blender to keep that texel density information that was changed?
    And last question, when I import that OBJ into Blender in the first place, do I need to unwrap it even if it has been already unwrapped? (I will use Zen UV if I have to, I also don’t want any UV distortion when unwrapping it so will Zen UV make seams that won’t cause that to happen?)

    • @aendom
      @aendom  Před 2 lety +1

      First, thanks for checking out the tutorial.
      About the UVPackmaster, I do not know anything about that Addon because I do not use it, sorry that I can not help you out with that one. But! when I pack the UV Islands I look to keep the texel density. If anything is scaled up or down, the texel density will change for sure. A lot of the time I do that manually. IMO after you packed the UVs I would check if you got the TD you wanted. The only Add-ons I use for the UVs are Texel density checker or Textools, thas why I do not know much about more add-ons for UVs.
      I use FBX instead of OBJs (for no particular reason), and I get the UVs unchanged when going to another application, you can make that test easily.
      Sorry If I don't answer quickly, but Im working ATM.

    • @HAJJ101
      @HAJJ101 Před 2 lety

      @@aendom Thanks for taking the time to answer! This is good to know🤍

    • @HAJJ101
      @HAJJ101 Před 2 lety

      @@aendom So the solution would be to make as many seams as possible to cut the UV into tiny pieces to make sure the texel density stays the same not worrying about it scaling it down (very little or at all)? - I will use Zen UV

    • @aendom
      @aendom  Před 2 lety +1

      @@HAJJ101 Thats one way to solve it. Also if this are not HERO assets you can scale down with out problems. I don't know whats Zen UV, but I think its an Addon. Also If its for a Film, you can use UDIMs.

    • @aendom
      @aendom  Před 2 lety +1

      @@HAJJ101 No problem Mate!

  • @youssefadel5978
    @youssefadel5978 Před 3 lety

    I did not understand well after I used the tool, the size of the UV was enlarged, but when making uvpack the UV returned to its original size and I did not take advantage of it. Please I want to understand how to use it

    • @aendom
      @aendom  Před 3 lety +1

      depending on which texture size and px/cm you choose, The Texel Density Addon gives you a size. After that, you need to pack without changing the size. If you cant fit the complete project on one Tileset, you have at least two options. Change the px/cm, or divide the UVs on multiple Tilesets using UDIMs.

    • @youssefadel5978
      @youssefadel5978 Před 3 lety

      What the best for the game from the two options you said?
      @@aendom

    • @youssefadel5978
      @youssefadel5978 Před 3 lety

      How can i pack without changing the size ?
      @@aendom

    • @aendom
      @aendom  Před 3 lety +1

      @@youssefadel5978 In the case of video games, it is unlikely that you want to use UDIMs, so the easiest way would be to lower the quality in px/cm. And my bad! I don't think blender can pack automatically without scaling, you need a free Addon. Here is a link: gumroad.com/l/PTSa
      Or pack manually.

  • @geniedesu1011
    @geniedesu1011 Před 3 lety

    UV Texel doesn't show in my addons after installing.

    • @aendom
      @aendom  Před 3 lety +1

      Try different versions, sometimes I get errors with some versions. Also, you can notify the developer of the add-on so he can fix the errors.

    • @geniedesu1011
      @geniedesu1011 Před 3 lety

      @@aendom roger!

  • @georgeluna6217
    @georgeluna6217 Před 6 měsíci

    Nice video but would be even better if you would show us till the end how you pack and proceed

    • @aendom
      @aendom  Před 6 měsíci

      Sounds good, in this case I just packed as much UV Islands per Tileset, nothing special, but I will have that in mind in the project I'm making right now

  • @doltBmB
    @doltBmB Před 2 lety

    Don't ask me where it came from but I know Crysis originally was targeted for a 1024x768 resolution for it's textures.

    • @aendom
      @aendom  Před 2 lety

      I won't ask, but that is nice to know. I mainly use texel density for Film not for games at this moment. I changed my focus to Feature Animation. But is the same theory but a different texture size.

  • @pekame
    @pekame Před 3 lety

    What texel density did you used ?

    • @aendom
      @aendom  Před 3 lety +1

      For the Car I used 7 Texture Sets of 4096px, with a texel density of 2.56 px/cm

  • @PonteRyuurui
    @PonteRyuurui Před 3 lety

    did you really use skyrim as an example of high res textures?

    • @aendom
      @aendom  Před 3 lety

      Not exactly, the idea of that part of the video is to tell apart the different texture resolutions on the same scene. Not that Skyrim has the best texture resolution.

  • @DmytroChynin
    @DmytroChynin Před 4 lety

    Ivan - [ ivan ] with accent on [ a ]

    • @aendom
      @aendom  Před 4 lety +1

      Nice to know! Thank you!

  • @oleggorsky9131
    @oleggorsky9131 Před 3 lety

    This still doesn’t explain why my 4K textures look pixelated and blurry on a properly unwrapped model with a properly packed UV.

    • @aendom
      @aendom  Před 3 lety

      I'm sorry to hear that. You can try the Blender Artist forum to ask how to solve this kind of issue.

    • @izvarzone
      @izvarzone Před 3 lety

      Maybe its mipmaps?
      I'd split model to more than 1 part if I had that, or use detail textures. Detail looks better than 4k anyway.

    • @oleggorsky9131
      @oleggorsky9131 Před 3 lety

      @@izvarzone I actually used UDIMs, that worked :)