here’s a very simple explanation with pictures:
First Picture: where a cube is unwrapped as you can see there are squares in Color Grid (512x512). The level of detail that a Cube would get is pretty high.
Second Picture: Where a cube is marked with the seam to get unwrapped into 6 square using the same Color Grid (512x512). The level of detail would be much low compared to the first picture.
Now, If the cube with 6 Squares in UV map is to have the same level of detail which is 512x512, then it would need to have 2048x2048 (4 times the original size, 512x512).
that should give you the basic idea of where this is going. Now What if I have a complex shape like vehicles or any objects where I unwrapped them in a UV map with multiples islands. The question is how do I make them have the same level of detail as the first picture, cube with 512x512? Again, like a cube with 6 islands or square will need to have 2048x to get the same detail.
Is it possible to get it done? I would like to have my work to get the same detail with 512x512. more or less or exactly?
This is related to Texel density or pixel density.
Okay, I’ve done my research to learn more about texel density. There is an add-on called “Texel Density Checker” which allow me to get what I am looking for. I would like to learn more about UV mapping and the size of texture Image I should be using.
For example, I have made multiple islands into a size of 128x128 and put them in a texture image consist of 2K x 2K. it has some space leftover where I could put the other islands from different objects into the same UV map/texture image where the Multiple Islands were placed in. These islands can be also a 128x128 (the size can be varying)
Is this fine?
I am aware that the higher texture image size you are using, the more memory usage that computer will have to use to render the object with a texture image. You can see I’ve done a lot of research to learn more about. I am opened mind… If there is any good advice that I should know, then please share…