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PIXELS TEXELS
PIXELS
TEXELS
SIZE OF THE TEXEL IS INDICATIVE
FOR THE PURPOSE OF THIS IMAGE
TEXEL DENSITY
TEXEL DENSITY IS THE AMOUNT OF TEXTURE RESOLUTION ON A MESH
MOST OF THE TIME PEOPLE SAY PIXEL RATIO or PIXEL DENSITY MEANING TEXEL DENSITY
PROBLEMS
HOW TO CALCULATE TD
1024px 100cm
1024px 100cm
EXAMPLE
IF YOU WANT TO ACHIEVE 1024 PX PER 1 METER SQUARE
(100CM), TEXEL DENSITY WILL BE 10,24. MIND THAT IF YOU PLAN
TO USE A 2K TEXTURE, THE TEXEL DENSITY STILL THE SAME. E.G.
AN UV OF A PLANE OF 1M X 1M WITH THE TEXEL DENSITY OF
10,24 WILL COVER ENTIRELY THE UV SPACE IF YOU USE A 1K
(1024X1024PX) TEXTURE IF YOU USE A 2K TEXTURE THE PLANE
UV WILL COVER A QUARTER OF THE UV SPACE.
WRONG UV
OF A PLANE
1MX1M
UV OF A PLANE
1MX1M
WITH TD 10.24
UV OF A PLANE
1MX1M
WITH TD 10.24
100cm
100cm
1024px 1024px
1024px 2048px
AS YOU CAN SEE THE IMAGE BELOW ALL THE ASSETS HAVE AN
UNIFORM TEXEL DENSITY.
WHY IS TD SO IMPORTANT
1
CHOOSE WHAT KIND OF GAME/ENVIRONMENT YOU
WANT TO MAKE (FIRST PERSON, THIRD PERSON, GOD
VIEW, SIDE CAMERA ETC) (see next images)
2
DIVIDE YOUR ASSETS IN TWO OR MORE CATEGORY:
ASSETS THAT THE PLAYER CAN FACE THEM, BACKGROUND
ASSETS, LANDSCAPE ASSETS.(See next images)
4
FIND A WAY TO APPLY THAT TD TO YOUR MODEL’S UV
(see the last image)
5
KEEP THE SAME DENSITY FOR ALL CATEGORIES ALL
THE TIME UNTIL THE END.
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AD HOC AND TILEABLE TEXTURE
WITH A TEXTURE AD HOC FOR A MODEL YOU JUST NEED TO APPLY THE
TEXEL DENSITY SCALE TO YOUR UV AND/OR USE THE RIGHT
RESOLUTION TO MATCH THE TEXEL DENSITY.
ALSO WHEN YOU USE TILEABLE TEXTURE YOU HAVE TO TAKE CARE OF
THE OVERALL TEXEL DENSITY. YOU STILL HAVE TO SCALE THE UVS
BASED ON THE TEXEL DENSITY EVEN IF IT WILL BE APPLIED A TILED
TEXTURE
EXAMPLE
TEXEL DENSITY
= 1024px PER METER
10.24 px/cm
512px
2x2m 512px
2 1024 512 4
EXAMPLE #2
TEXEL DENSITY
= 512px PER METER
5.12 px/cm
128px
4x2m 128px
4 512 128 16
EXAMPLE #3
TEXEL DENSITY
= 1024px PER METER
10.24 px/cm
1024px
1x1m 1024px
1 1024 1024 1
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CHOOSE THE RIGHT TEXEL DENSITY
THERE ARE TWO MAIN FACTORS THAT WILL DETERMINE YOUR TEXTURE SIZE. THE FIRST IS HOW
BIG THE OBJECT WILL BE ON SCREEN AND THE SECOND IS YOUR MEMORY BUDGET. IDEALLY YOU
WANT THE TEXELS (PIXELS ON THE MODEL ITSELF) TO BE ABOUT THE SAME SIZE AS YOUR
SCREEN PIXELS, BUT OF COURSE WE DON'T LIVE IN A PERFECT WORLD, SO YOU JUST HAVE TO
GET IT AS CLOSE AS POSSIBLE.
~1000px ~2000px
THIS IS A CUBE OF 1x1x1m IN YOUR GAME LET’S MAKE THING EASY AND LET’S SAY THAT YOU HAVE
A MONITOR 2000x1000px OF RESOLUTION (1920x1080)
1000px
100px
EXCEPTION
500px
"The Division - Ubisoft - 2016" "Dota2 - Valve - 2013" "Dishonored 2 - Arkane - 2016"
"Uncharted 4 - Naughty Dog - 2016" "Diablo 3 - Blizzard - 2012" "Half Life 2 - Valve - 2004"
"Ryse: Son of Rome - Crytek - 2013" "Civilization VI - Firaxis Games - 2016" "Battlefield 1 - EA Dice - 2016"
EXCEPTIONS
CHARACTERS AND WEAPONS THAT ARE CLOSE UP TO THE CAMERA (SUCH IN AN FPS
GAME) USUALLY HAVE HIGHER TD THAN THE ENVIRONMENT. IT'S ALSO COMMON TO HAVE A
HIGHER TD IN THE FACE OF A CHARACTER, BECAUSE THAT'S WHERE THE PLAYER USUALLY
LOOK. ALSO IN THE ENVIRONMENT IT'S OKAY TO SET A LOWER TD FOR THINGS THAT THE
PLAYER USUALLY WILL NOT GET CLOSE OR SEE: SUCH AS THINGS THAT ARE FAR OFF IN
THE DISTANCE (SKY-BOX MODELS, BACKDROPS, ETC), OR UNDER A CAR FOR EXAMPLE.
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TEXEL DENSITY MORE IN DEPTH
NOW THAT YOU KNOW THE BASIC YOU CAN START THINK IN A DEEPER WAY ABOUT
HOW TO MANAGE TEXEL DENSITY ASSETS IN DIFFERENT GROUPS OF DISTANCE (I
DON’T MEAN LEVEL OF DETAILS. THAT IS ANOTHER THING THAT MIGHT BE RELATED
SOMEHOW BUT WE ARE JUST TALKING ABOUT TEXEL DENSITY RIGHT NOW)
HERE IS AN EXAMPLE OF HOW YOU CAN DIVIDE THOSE GROUPS (IMAGE IS JUST AN
EXAMPLE, AND THE HIGHLIGHTED AREA ARE INDICATIVE)
SO IF WE TAKE A VIEW FROM THE TOP WILL LOOK SOMETHING LIKE THIS.
BASE ON
THE OBJECT BASE ON
SIZE ON THE THE OBJECT
SCREEN SIZE ON THE
TD 2.56 TD 2.56 SCREEN
TD 5.12
NOW THAT YOU HAVE PROTOTYPED THE GROUPS, NEXT STEP IS DETERMINATE HOW
BIG YOU ARE GOING TO SEE THEM IN A MONITOR (SEE “CHOOSE THE RIGHT TEXEL
DENSITY” PAGE) AND CHOOSE AN APPROPRIATE TEXEL DENSITY FOR EACH GROUPS
STARTING WITH THE ASSETS THAT ARE GOING TO BE IN THE PLAYABLE AREA, THEN A
LOWER DENSITY FOR THE MID-GROUND ASSETS AND THEN A RANGE FOR THE
BACKGROUND ASSETS. WHEN I SAY RANGE I MEAN THAT IT’S HARD TO DEFINE A
SINGLE TEXEL DENSITY VALUE FOR ALL THE BGR ASSETS. BECAUSE YOU MIGHT HAVE
VERY FAR MOUNTAINS AND NOT SO FAR HOUSES IN THE SAME BGR GROUPS.
ASSETS USABILITY
AFTER YOU’VE DONE THAT, HERE ARE FEW ADVICES REGARDING HOW TO USE OR
NOT TO USE ASSETS OF DIFFERENT GROUPS
50%
50%
THE USABILITY OF ASSETS MIGHT WORK JUST FROM THE PLAYABLE AREA ASSETS TO
THE BGR ASSETS BUT NO VICE VERSA. LET’S SEE FEW EXAMPLES
EXAMPLE
50%
PLAYABLE AREA ASSETS ARE PERFECT FOR THE PLAYABLE AREA...OF COURSE. THEY
STILL WORK ON THE MID-GROUND AREA, BUT THEY MIGHT BECOME MORE EXPENSIVE
FOR WHAT THEY ARE IN THAT POSITION, MORE EXPENSIVE IN TERMS OF PERFORMANCE.
SAME IF YOU USE THEM VERY FAR. PLACING THOSE ASSETS IN THE BGR WILL BE VERY
EXPENSIVE, PLUS YOU WILL PROBABLY NOTICE THE DIFFERENCE OF DETAILED ASSETS
AGAINST THE BGR ASSETS
50%
FAR ASSETS
MID-GROUND ASSETS ARE GOOD FOR THE MID-GROUND AREA. IF YOU USE THEM IN THE
PLAYABLE AREA THEY WILL LOOK LOW-RES. IF YOU USE A MID-GROUND ASSET IN THE
BGR AREA WILL BE MORE EXPENSIVE PERFORMANCE WISE, BUT THE DENSITY SHOULD
WORK
BGR ASSETS
USE BGR ASSETS JUST AS A BACKGROUND ASSET. IF YOU USE THEM IN A MID-GROUND
GROUP OR IN THE PLAYABLE AREA YOU WILL HAVE BIG PROBLEMS TRYING TO MATCH
THE DENSITY
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HOW TO SCALE YOUR UV
THERE ARE DIFFERENCES WAY TO SCALE YOUR UV BASED ON THE TEXEL DENSITY
WITH DIFFERENT SOFTWARE AND WITH DIFFERENT PLUG-IN/SCRIPTS
1 METER
1 METER
LET’S SAY THAT YOUR TEXEL DENSITY IS 1024 PER METER. WHAT YOU CAN DO IS
CREATE A PLANE OF 1X1 METER AND THE UV COVERING ENTIRELY THE UV SPACE.
- YOU HAVE TO ASSIGN A 1K TEXTURE OF A CHECKER TO THE PLANE AND YOUR
MODEL.
- THEN YOU HAVE SCALE THE UVS OF YOUR MODEL IN ORDER TO MATCH THE SAME
SIZE OF THE CHECKER APPLIED TO THE PLANE.
A
B
D C
A: MAKE SURE YOU’VE SET THE UNITS IN METER A: HERE YOU SET THE TEXEL DENSITY LIKE WE
(JUST TO MAKE THINGS EASIER) HAVE SEEN IN THE PREVIOUS PICTURES
B: SET MANUALLY THE RESOLUTION OF THE B: HERE YOU SET THE RESOLUTION OF THE
TEXTURE THAT YOU ARE GOING TO USE TEXTURE THAT YOU ARE GOING TO USE
C: HERE JUST PUT HOW MANY PIXELS PER C: PRESS THAT BUTTON IF YOU WANT TO APPLY
METER SO IF YOU ARE USING 10.24 TD YOU WILL THE TD TO THE SELECTED UVS
PUNT 1024 D: ALLOWS YOU TO COPY THE TEXEL RATIO
THEN SELECT YOUR UVS AND PRESS “SET PIXEL FROM AN UV SHELL AFTER YOU SET “B”
DENSITY”
B
C
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ANOTHER WAY TO ANCHEIVE UNIFORM TD
E.G. IF YOU HAVE A MODEL AND THE PERFECT SIZE TO ACHIEVE YOUR GAME TEXEL
DENSITY IS 1554X1554PX YOU WILL HAVE TO CHOOSE IF YOU ARE GOING TO USE A 2K
TEXTURE GIVING MORE DENSITY, OR USE A 1K TEXTURE GIVING A LOWER TD
UV
A
B C
D
E
F: HERE YOU SEE WHAT RESOLUTION YOU SHOULD USE. IT ALSO TELL YOU
WHEN IT’S BETTER TO USE A TILEABLE TEXTURE
A B
C D E
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