probably one of the best video to explain Texel Density Concept. Can you please do a video on which Wacom to use for Texturing in Mari, substance and Zbrush. Thanks
Thanks Samir! Regarding Wacoms, I'm not sure if I'm the best person to talk about it - I've been using the same old Intuos 5 for the past 7 years, and it works just fine :)
Hi. I've never used the measure tool at 3:46. You went through it pretty quickly and I didn't fully understand how it's used. Somehow in using Maya for 5 years, I've never used this tool. Could you do a video on what is represents and how to properly use it? - I'm currently using Maya 2022. I'm not seeing much information about it on the Autodesk forum. thanks
Hi! Being really honest, I barely use this tool, aside from measuring UV shells. :( In this video, I used it just as a guide to see how many pixels my UVs had from one end to the other, and if that would be close to the resolution I was looking for. So it's mostly used a guide, rather than a definitive measurement. I often start with the measurements and then I ajdust them by eye afterwards.
Thanks Miguel! I’m not a big fan of unedited long videos for the channel. I’ve done a few before I started and nobody ever watched them lol I’ll keep longer content for a patreon or livestreams in the future :)
@Auto J damn! You’re revealing the whole secret! xD I hope the vision I have for this group can live up to your expectations, mate! I’m really excited about it. Thank you so much for commenting 😊
@Auto J No need to apologize, man! I'm deeply grateful that you're taking your time to write here! It truly means a lot to have people like you engaging and sharing ideas! I also agree when you said that many schools have teachers with no industry experience. It is truly sad to see young people getting into debt and leaving their education with not enough knowledge to get a job. That's why I believe we should take advantage of small online communities to help each other grow, together. It's good for people with experience because they can have a secondary income and it is also great for students, having high-level training without getting deep into debt.
Íncrivel Paul! Te acompanho desde o Workshop de texturas para cinema. Hoje finalmente compreendi sobre Texel Density. Obrigado por compartilhar seu conhecimento!
Valeu Paul por estar sempre compartilhando conhecimento, isso ajuda muita gente a continuar evoluindo nos estudos e mantendo a régua alta nesse crescimento, acompanho seu trabalho com muito entusiasmo desde que escutei você no V-ray Master Talk. continue com esse trabalho excepcional!
Hey Paul. I was taking notes, and I noticed that when you used the measure tool, you were using the U and V distance along the 4K row, even though this object was 512. You said the UV space resolution should be double that - or 1K, in this case. Wouldn't you be using the information found on the 1K row? Or did I misunderstand what I was seeing? Thanks so much.
Hi Benjamin, In this example, my texture map output is 4K and my screen size is roughly 2K. So, if my object occupies 512 px on the screen, I want to double that density in my UV coordinates to get closer to 1K. I wrote a bit more about it in this post: www.artstation.com/artwork/W2PdQ2 Hope it makes sense!
Hi Paul, I don't understand why the resolution doubles. The circular part of the mask takes up 500 by 500 pixels. If you do not change the camera you will never display a higher resolution. So why not set the tensel density so that the element in the 4k map also occupies 500px. I read your post on artstation. There you also write that the map size should be 2 times larger than the output size of the element in the render. Maybe I lack some knowledge, but is it not so, that the texture on the render will have only 500px. You will not see this extra resolution.
Hi Tomasz, the reason why we double the resolution is because the UV unwrapping process is done early on in production, and one thing that happens a LOT in VFX, is a request for a closer angle on certain assets, especially hero ones. If your lead/supervisor asks you to increase the resolution on your asset and you don't have enough in your UV space, you'll have to increase the texture resolution from 4K to 8K, and it can be a nightmare to deal with that amount of data. So, sometimes doubling the resolution can be overkill, but it can also avoid future headaches. But of course, that would depend a lot on the asset. If it's just a background asset, I won't even bother and I want to be conscious about keeping a light footprint. But if I'm working on a hero creature/vehicle, I rather make sure I have enough to work with.
@@PaulHPaulino I understand that there is no technic reason. This enlarged texture is in case of any changes that will make the object closer to the camera. I am working on a scene for the series, the final render 4k, I try not to make textures larger than necessary. In my case, the camera is already selected and will not change. I have one more question. You write that after changing the camera there may be a need to change the textures from 4k to 8k. What can be problematic because of the difficulty of working with such large files. But if it turns out that you need to change the texture by 20 percent. That is from 4096 px to 5000 px. I know that we use textures whose size is powers of 2. But is this rule is not related to the limitation of older graphics cards, and today we can use a texture of any size such as 5000px
@@sawtom If you are 100% sure you won't get any closer to your asset, that's totally fine to keep the resolution 1:1. Unfortunately that isn't the reality in most VFX productions (I really wish it was, since this is one the biggest headaches that texture artists have to deal with, especially if they aren't responsible for their own UVs) As far as I know, in production, most renderers won't accept textures that won't conform to the power of 2, but my knowledge on the issue might be outdated. Hopefully, this can change in the future! That's why it's important to have some leaway with your UVs right from the get-go, so you won't have to scale it up to 8K. If you plan accordingly, you'll rarely have to deal with it - I've only done it a couple of times in my career, and it's truly a pain to deal with so much resolution. There are also techniques that can be used if you have multiple udims, such as only scaling up certain tiles to 8K and keep other 4K, but things can get messy if you're not organized.
Can u explain in a video..how create a good texturing showreel?? What studios need to see for a JR position..all people (me too) try to create a awesome hero model or something and maybe it's not correct because not expirience for this job in the first years..
Hahaha "uv nerd friends" Excelente conteudo Paul! Demais, estou adorando todo conteúdo abordado. Estou constantemente relendo e estudando melhor o seu artigo sobre UV Tips, mas ainda é um grande desafio executar e evitar as distorções nos mapas. Acho que está faltando experiencia pra entender o que pode ficar distorcido, ou onde é melhor ter as separações e as junções das shells. Acho hahaha Sei que "texturing" e "uvs" em games não faz parte do seu workflow e de sua pipeline, mas se conhecer outros artistas e conteúdos que abordem sobre, por favor, compartilhe conosco. No mais, obrigado por todo esse conteúdo incrível. ❤
Fala Victor, beleza? Muito obrigado :) Depois vou fazer um video mais detalhado sobre distorcoes - Os principios sao os mesmos pra filme e games! Sobre outros conteudos de games, eu vou ficar devendo, nao tenho nenhum conteudo especifico de textura em mente. Geralmente eu busco varios artigos no 80lv sobre o assunto que quero estudar e vou lendo. No site do Substance tem bastante material tambem :) Abraco
When the Texel density value of a bigger size mesh is applied to the comparatively lower sized mesh part, it becomes much smaller than the 0-1 UV space (I mean it wastes a lot of UV space even its available, but cant be used just to make the UVs consistent ). And vise-versa, if the Texel value of the smaller mesh part is applied to the bigger chunk, the UV island will cross 0-1 space, which becomes a problem where there's only one big island. How can I overcome this problem?
Hi Rushikesh, I usually use the largest UV island that I can fit within a tile as a guide for my measurement. From there I apply to other meshes, and if the shells are too small, I just scale them up. I try to scale them using the power of 2, just so it's easier to scale things up later.
It’s an estimate. Considering the width being 1920px, the larger axis, I just call it 2000 px, or 2K. It’s easier to calculate values with round numbers.
Just wanted to say how much I appreciate these types of videos! Would love to see more!
Finally a video that explains it so i could understand , thank you
probably one of the best video to explain Texel Density Concept. Can you please do a video on which Wacom to use for Texturing in Mari, substance and Zbrush. Thanks
Thanks Samir!
Regarding Wacoms, I'm not sure if I'm the best person to talk about it - I've been using the same old Intuos 5 for the past 7 years, and it works just fine :)
You should create a course on gumroad, I will definitely buy it.
Thanks Reginald :)
Nice tutorial. It gave me a starting point at least. I will try set and get part at least.
Fantastic content, Paul! Really easy to digest tutorial on a concept that usually confuses people a lot, myself included!
Thanks meu querido ❤️
Que bom te ver por aqui!
@@PaulHPaulino sempre de zóio aqui no seu canal! Mandando bala!
Thank you so much.
I've been doing 3D as hobby for long time and I didn't know how to calculate the texel density like this.
Wow, That`s what i`m talking about, Thanks Paul!
Thanks Rapha!
Hi. I've never used the measure tool at 3:46. You went through it pretty quickly and I didn't fully understand how it's used. Somehow in using Maya for 5 years, I've never used this tool. Could you do a video on what is represents and how to properly use it? - I'm currently using Maya 2022. I'm not seeing much information about it on the Autodesk forum. thanks
Hi! Being really honest, I barely use this tool, aside from measuring UV shells. :(
In this video, I used it just as a guide to see how many pixels my UVs had from one end to the other, and if that would be close to the resolution I was looking for.
So it's mostly used a guide, rather than a definitive measurement. I often start with the measurements and then I ajdust them by eye afterwards.
Nice one Bud. Very informative !
Happy to see you here, bud! Thanks :)
Absolutely awesome!!! Thank you, Paul !
:D
Thank you so much Paul.
Glad to help!
That was awesome! The Maya tip is extremely useful, and I will definitely give it a shot on my next project.
Awesome! Glad to hear it was helpful, Benjamin :)
Daaaaamn great stuff.
Thanks a lot for the effort!
Keep them coming!
Thanks Pedro :)
Thank you for the informative video!
Thank you Hyunjun!
this is too much helpfull , thanks a lot ( freelance 3d artist )
Thanks Paul! This format of short "tip of the week" videos is fantastic! Are you also planning to record more in deep tutorials anytime soon?
Thanks Miguel!
I’m not a big fan of unedited long videos for the channel. I’ve done a few before I started and nobody ever watched them lol
I’ll keep longer content for a patreon or livestreams in the future :)
@Auto J How did you find out about my secret plans!?! lol
It's definitely happening, just need time to make it right and useful for all the patrons :)
@Auto J damn! You’re revealing the whole secret! xD I hope the vision I have for this group can live up to your expectations, mate! I’m really excited about it.
Thank you so much for commenting 😊
@Auto J No need to apologize, man! I'm deeply grateful that you're taking your time to write here! It truly means a lot to have people like you engaging and sharing ideas!
I also agree when you said that many schools have teachers with no industry experience. It is truly sad to see young people getting into debt and leaving their education with not enough knowledge to get a job.
That's why I believe we should take advantage of small online communities to help each other grow, together. It's good for people with experience because they can have a secondary income and it is also great for students, having high-level training without getting deep into debt.
@Auto J Wise words, man! Preach!
Great stuff mate!
That was really helpful. Thank you!
Happy to help, Prashan!
great tips Paul!
Great content! Thank you Paul 😁
Hey Chiara!! :D
Thank you :)
Íncrivel Paul!
Te acompanho desde o Workshop de texturas para cinema.
Hoje finalmente compreendi sobre Texel Density.
Obrigado por compartilhar seu conhecimento!
Fala Carlos! Valeu demais pela presenca! :D
Valeu Paul por estar sempre compartilhando conhecimento, isso ajuda muita gente a continuar evoluindo nos estudos e mantendo a régua alta nesse crescimento, acompanho seu trabalho com muito entusiasmo desde que escutei você no V-ray Master Talk.
continue com esse trabalho excepcional!
Valeu Israel! Feliz em ajudar :)
Great video on an important subject
Hey Paul. I was taking notes, and I noticed that when you used the measure tool, you were using the U and V distance along the 4K row, even though this object was 512. You said the UV space resolution should be double that - or 1K, in this case. Wouldn't you be using the information found on the 1K row? Or did I misunderstand what I was seeing? Thanks so much.
Hi Benjamin,
In this example, my texture map output is 4K and my screen size is roughly 2K.
So, if my object occupies 512 px on the screen, I want to double that density in my UV coordinates to get closer to 1K. I wrote a bit more about it in this post: www.artstation.com/artwork/W2PdQ2
Hope it makes sense!
Hi Paul,
I don't understand why the resolution doubles. The circular part of the mask takes up 500 by 500 pixels. If you do not change the camera you will never display a higher resolution. So why not set the tensel density so that the element in the 4k map also occupies 500px.
I read your post on artstation. There you also write that the map size should be 2 times larger than the output size of the element in the render.
Maybe I lack some knowledge, but is it not so, that the texture on the render will have only 500px. You will not see this extra resolution.
Hi Tomasz, the reason why we double the resolution is because the UV unwrapping process is done early on in production, and one thing that happens a LOT in VFX, is a request for a closer angle on certain assets, especially hero ones.
If your lead/supervisor asks you to increase the resolution on your asset and you don't have enough in your UV space, you'll have to increase the texture resolution from 4K to 8K, and it can be a nightmare to deal with that amount of data.
So, sometimes doubling the resolution can be overkill, but it can also avoid future headaches.
But of course, that would depend a lot on the asset. If it's just a background asset, I won't even bother and I want to be conscious about keeping a light footprint. But if I'm working on a hero creature/vehicle, I rather make sure I have enough to work with.
@@PaulHPaulino I understand that there is no technic reason. This enlarged texture is in case of any changes that will make the object closer to the camera. I am working on a scene for the series, the final render 4k, I try not to make textures larger than necessary. In my case, the camera is already selected and will not change.
I have one more question. You write that after changing the camera there may be a need to change the textures from 4k to 8k. What can be problematic because of the difficulty of working with such large files. But if it turns out that you need to change the texture by 20 percent. That is from 4096 px to 5000 px. I know that we use textures whose size is powers of 2. But is this rule is not related to the limitation of older graphics cards, and today we can use a texture of any size such as 5000px
@@sawtom If you are 100% sure you won't get any closer to your asset, that's totally fine to keep the resolution 1:1. Unfortunately that isn't the reality in most VFX productions (I really wish it was, since this is one the biggest headaches that texture artists have to deal with, especially if they aren't responsible for their own UVs)
As far as I know, in production, most renderers won't accept textures that won't conform to the power of 2, but my knowledge on the issue might be outdated. Hopefully, this can change in the future! That's why it's important to have some leaway with your UVs right from the get-go, so you won't have to scale it up to 8K. If you plan accordingly, you'll rarely have to deal with it - I've only done it a couple of times in my career, and it's truly a pain to deal with so much resolution.
There are also techniques that can be used if you have multiple udims, such as only scaling up certain tiles to 8K and keep other 4K, but things can get messy if you're not organized.
Can u explain in a video..how create a good texturing showreel?? What studios need to see for a JR position..all people (me too) try to create a awesome hero model or something and maybe it's not correct because not expirience for this job in the first years..
Sure, thanks for the suggestion
@@PaulHPaulino Thabks Paul!!!
Thank you so much, this is so helpful 😊
Great info, Wonder what your pc setup is like🤔
Alienware Area51m
i9 9900k
64 GB RAM
RTX 2080
@@PaulHPaulino oh my, god level specs.😄
Hahaha "uv nerd friends" Excelente conteudo Paul!
Demais, estou adorando todo conteúdo abordado.
Estou constantemente relendo e estudando melhor o seu artigo sobre UV Tips, mas ainda é um grande desafio executar e evitar as distorções nos mapas.
Acho que está faltando experiencia pra entender o que pode ficar distorcido, ou onde é melhor ter as separações e as junções das shells. Acho hahaha
Sei que "texturing" e "uvs" em games não faz parte do seu workflow e de sua pipeline, mas se conhecer outros artistas e conteúdos que abordem sobre, por favor, compartilhe conosco.
No mais, obrigado por todo esse conteúdo incrível. ❤
Fala Victor, beleza?
Muito obrigado :)
Depois vou fazer um video mais detalhado sobre distorcoes - Os principios sao os mesmos pra filme e games!
Sobre outros conteudos de games, eu vou ficar devendo, nao tenho nenhum conteudo especifico de textura em mente. Geralmente eu busco varios artigos no 80lv sobre o assunto que quero estudar e vou lendo.
No site do Substance tem bastante material tambem :)
Abraco
Hey Paul. Why do you call 1920x1080 2k?
It's an industry standard to call it 2K by keeping the aspect ratio
When the Texel density value of a bigger size mesh is applied to the comparatively lower sized mesh part, it becomes much smaller than the 0-1 UV space (I mean it wastes a lot of UV space even its available, but cant be used just to make the UVs consistent ). And vise-versa, if the Texel value of the smaller mesh part is applied to the bigger chunk, the UV island will cross 0-1 space, which becomes a problem where there's only one big island. How can I overcome this problem?
Hi Rushikesh,
I usually use the largest UV island that I can fit within a tile as a guide for my measurement. From there I apply to other meshes, and if the shells are too small, I just scale them up. I try to scale them using the power of 2, just so it's easier to scale things up later.
Excelent
I'm too dense to comprehend this! 😜
Ha! I see what you did there 🤣
how 1080p became 2k please explain ????
It’s an estimate. Considering the width being 1920px, the larger axis, I just call it 2000 px, or 2K.
It’s easier to calculate values with round numbers.
Faz em português por favor oooo