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Texel density

Posted By aesir 7 Years Ago
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aesir
aesir
Posted 7 Years Ago
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Hello.

Is there an option to keep UVs for a specific part of a character larger when packing for use in an Engine? Right now I create the character, convert it to game base using single maps at 2048 and then export that as single 4k maps.
The problem is that important parts like the face only get a small space in the texture and other less important parts like the eyes are huge. Also, I got the eyes twice- any idea why?
I´d really love having a way of giving specific parts a higher texel density.

Appreciating any input : )

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Peter (RL)
Peter (RL)
Posted 7 Years Ago
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Unfortunately, there isn't a way to choose the UV layout when converting to Game Base. This is automatically calculated. To improve quality it is recommended you choose a higher resolution texture when only using a single texture. Alternatively, you can choose the Multi-Material option if you want more detail for certain parts like the face.

                                                                

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justaviking
justaviking
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You'd need an obscenely high pixel count to compensate for the entire face being 1/5 the size of a single eyeball.

And why two copies of the eyes?

This should be looked at by the developers to see if some sanity can be applied to this apparently random sizing.




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Peter (RL)
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justaviking (7/1/2019)
You'd need an obscenely high pixel count to compensate for the entire face being 1/5 the size of a single eyeball.

And why two copies of the eyes?

This should be looked at by the developers to see if some sanity can be applied to this apparently random sizing.


The eyes have two materials which is why there are two shown on the single texture map.

We will certainly look at ways of offering more options for single mapping, however, generally the auto-uv mapping will do a decent job and the layout will not be as extreme as that shown.


                                                                

Peter
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