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Please help me to solve the mystery about texel density

hello everyone :) forgive my grammar mistakes, english is not my native language.

ok I would like you to help me solve this big mystery which is the texel density. I find it both very exciting and very difficult to understand for someone like me who has not studied in the field.

I made a simple test to understand a little better operation (represent in the picture below) if I understand the logic, for this cube in particular I would need a texel density like 128 or 256 .

alt text

which corresponds more or less to what I read on the subject (to best match the texel density with the default one that uses unreal).

but the lower the texel density is, the less beautiful my texture will be, right? which would mean that I should increase the resolution of my texture and maybe even my light map for a correct rendering.

How can I calculate the correct texel density for each asset and the resolution of the texture needed for each one?

I suppose that all that I have just told is more or less false, I would not be there otherwise. what would I need to know? What do you recommend?

thank you to those who will take the time to answer me. Have a good day

Product Version: UE 4.19
texel-test.jpg (1.1 MB)
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asked Oct 16 '18 at 08:16 AM in Rendering

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Hi there, There are a lot of blog's, post and tutorials that are related to the same topic to help you understand the complexities of the topic : see if you find these links helpful https://www.artstation.com/artwork/qbOqP https://polycount.com/discussion/157875/texel-density-standards-in-ue4

Maintaining consistent texel density without wasting uv space with a mesh that requires a unique unwrap, is more complicated. But thats where non square textures can come in.

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answered Oct 16 '18 at 12:28 PM

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