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Hello. In this tutorial I would like to talk about texel density. If you will work some time in the commercial gaming companies, you will definitely meet this concept in their documentation. And this is no accident, because it is really important aspect of asset production. So what is texel density and why it so important? What is texel density? Before answering this question first of all it is necessary to define what is a texel... From wikipedia: Texel simple language - it is a pixel of the texture. Even if these concepts are similar, but not identical, you can perceive texel the same as the pixel. And a texel density is the number of texels per unit of the squre virtual (game) space. Why texel density is important? It's simple. The higher a texel density, the more detailed the texture on the screen. And the opposite: the less texture density, the more blurred the texture will be on the screen. But that's not all... Game scenes are usually composed of a plurality of objects. And because the games do teams consisting of several people, and because it is difficult to determine the size of your texture relative to other objects this may lead to the fact that each object in the scene will have varying degrees of detail. Here is an example from Internet: As you can see on this picture walls and barrels are more crisp while the texture on the floor is very blurry. That is why it is important that the texel density of the textures should be standardized at least for an environment assets. But above all, it should be said that the texel density is not a mandatory rule. It can vary depending on your needs and possibilities, well at least if you know what you're doing. You can vary texel density inside a single object to distribute texture space proportional to the number of details that you want to show. For example if you doing the vehicle, you can double texel dencity on parts with high dencity of details like steel hawser, or for parts which player will be able to see very close (for example parts of the cabin) and you can decrese texel density for parts which is gonna be hard to reach for the player (such as the bottom) to save some texture space. Here some examples: And here what you gonna get if you if you do not pay enough attention to this issue: Should we use any software for this? I have met a couple of ways on the internet about how to calculate it manually. But I will not bring this methods here, because it's hard to imagine a person who will do it manually every time. Generally every game company (at least with whom I have worked) has its own piece of software (usually a script) that is measuring the texure density of UV shells that you are selecting. But we are not game company and we need some free solutions for that. And we have some of them for different programs (3ds max, Maya etc.) in the Internet and they are free. I will discuss about one solution for 3ds max (becasue it's harder to find). It's called Advanced UV Normaliser. The problem is that from version 2.0 it's not free. I also heard that TexTools can somehow adjust texel density but I've never tried because I don't like TexTools. Anyway. I've got an old version of Advanced UV Normaliser which you can download here. And here is an official site where you can buy lastest version of this script in case you need it. How to run this script? You can drag & drop it in max viewport. Or u can select it via Scripts>Run Script. What's next? First of all you must decide what value you will be using. And the problem is that it depends on your project. But in today's games (at least in those that I work) I have seen the values of 400-512 pixel per meter (p/m) on average. And if we talk about Unreal, in case of 512 p/m we have to use 2048x2048 texture for square 4x4 meters. That sounds reasonable if you ask me. Because in Unreal one floor is usually 3-4 meters height (link). This mean that I suggest you to use for average texel rate any number between 400 and 512 (Not less than 400 and not higher than 512). However it's you should decide, I did not insist. Next you should set up your units (Unreal using centimeters). Here is a tutorial about how to set up centimeters in Max. Pay attention that you can leave "Generic Units" in "Units Setup" tab and only change system units to centimeters (And I suggest you to do that, because max works more handy in this case). So how do we set texel density for crist sake? Fist of all you should add Unwrap UVW modifier to your model and launch Advanced UV Normaliser. Next you select any UV Shell for that you want to measure. After that In Advanced UV Normaliser interface you select Custom (1.) and set a texture dimentions that you would like to use (2.) and then you press Get Texel Density, after that you will see the result in the Ratio Geom/Pixel section (4.) In our case its 4.1819 pixels per centimeter (400 p/m). If you don't like the number that you get, you can rescale your UV Shells or change texture dimentions untill you get something that you like. And this is basically how you set up texel density. Thats all, thanks for your attention. Any questions? Usefull links: Maya: Texel Density (TD) tutorial Texel Density for game art UE4 - Texel Density