Texel Density in Blender

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  • เผยแพร่เมื่อ 24 ธ.ค. 2024

ความคิดเห็น • 16

  • @TheGreatJon
    @TheGreatJon ปีที่แล้ว +2

    Great intro, great tool, well delivered content. 10/10. I will be watching more of these as I shift myself from 3dsMax/Zbrush to Blender.

  • @eggwardosteve
    @eggwardosteve ปีที่แล้ว

    Super appreciate this video. The points in the intro were something I never realised haha

  • @LordsGraceAndMercy
    @LordsGraceAndMercy ปีที่แล้ว

    Great information, thank you so much. Just was a bit distracted by the numerous, very frequent breaks in your tutorial. Just when teaching got very interesting, here came a break. Other than that, great information sir, I'm very thankful.👍

  • @Henderson32
    @Henderson32 6 หลายเดือนก่อน

    Great addon!

  • @waberoid
    @waberoid ปีที่แล้ว +4

    Texel and UV stuff always confuses me. Teachers say to try and not have any blank spaces, you want to fill up all spaces, but if you want assets to be consistent then you don't need it to take up all the UV space?

  • @racheleprojects
    @racheleprojects ปีที่แล้ว

    Thank you for sharing this! Useful add-on too 😊

  • @thomasfrose
    @thomasfrose ปีที่แล้ว

    Thank you so much! This tool is tremendously useful!

  • @tonibuenavida
    @tonibuenavida ปีที่แล้ว

    thanks for that, really usefull!

  • @SuuRinn
    @SuuRinn 7 หลายเดือนก่อน

    Firstly, thank you for the presentation of Texel Density!
    Following your example, I wanted to ask you regarding the TD of the small props. At 17:10, you mentioned that two 512 texture maps are less intensive (on the system), compared to a single 1024 map. Is this rule applied for static renders only?
    I couldn't help but research on the topic myself and came up with some results. My initial comment contained links to the sources I used to gain insight on the question and presumably got deleted because of that.
    This time, I will only leave the search query, which lead me to the sites.
    Starting with "one large texture or few small ones". A technical talk the site polycount, hints two terms - 'Texture atlas' and 'State change'. I refrain from going as in depth as I did with my initial comment but the topic was from 2009 and thus, I wanted to search for some more recent source, which might contain relevant information. An UE forum post from 2020 titled "Do people still use texture atlas?" includes an insightful performance test, providing improvement when using the same texture, as opposed to individual ones.
    Further more, without any concrete proof, I was led to the assumption that UE creates texture atlases under the hood but I refrained myself from researching any further as the information started becoming too technical.

  • @AdelHaiba78
    @AdelHaiba78 ปีที่แล้ว +1

    Thank you pretty useful tool

  • @MMasabOmairTM
    @MMasabOmairTM ปีที่แล้ว

    Thanks alot! Great video

  • @CarlosSantos-qn8oc
    @CarlosSantos-qn8oc ปีที่แล้ว

    Hello, 3DMegaverse
    Is it normal for organic models to still have something distorted but subtle?
    There are squares that are a little distorted because they are close to seams or in regions with fewer polygons.
    Thanks

  • @dubwork
    @dubwork 8 หลายเดือนก่อน

    unbelievable that there is still now tool for it Blender 4.1, but who needs UVs or even UDIMs. Does somebody know what happened to the assign checker texture inside this tool?