DeepDive TexelDensity
DeepDive TexelDensity
DENSITY
TOPIC DEEP DIVE BY TIMOTHY DRIES
IMPORTANCE TO GAMES 3
ADDONS TO USE 6 It’s also important to developers and specifically artists because it gives them a goal to work with
when it comes to texture resolution and it also stops them from going crazy with trying to make
APPROACHES TO DIFFERENT GAMES 7 everything look detailed and forgetting about the bigger picture. Which is important when
■ FIRST PERSON GAME trying to create full environments or even entire worlds.
■ THIRD PERSON GAME
DIFFERENT WORKFLOWS 9
■ UNIQUE ASSETS
■ TILEABLE TEXTURES
■ TRIMSHEETS
SOURCES 13
SPECIAL THANKS
CREDIT UBISOFT - FARCRY 6 CREDIT REMEDY ENTERTAINMENT - CONTROL
These screenshots are an indication of what wrong texel density might look like, but these do not necessarily represent developers forgetting
to set correct texel density on the assets.
1080 PX
Texel stand for TEXture pixEL or texture element. You can compare this to the relation between a
pixel that makes up an image, but in this case it’s a texel that make a texture map. Making a texel
the smallest element that represents a texture map.
A GPU (Your Graphics Card in your PC) takes these texels and projects them onto the pixels on CREDIT TIMOTHY DRIES
your screen through texture mapping (This is why we have UV’s).
TEXTURE & OBJECT SIZE 40.96px/cm or 20.56px/cm will be more than enough to work with. Don’t go crazy with using
8k or 16k textures, show that you are capable of working withing game art restrictions.
Your texel density depends on two things, OBJECT SIZE and the TEXTURE RESOLUTION.
Just make sure that you can’t really see any obvious pixelation on your asset that gives away
THIS MEANS: that it’s a game asset look. This goes hand in hand with making good UV’s and having
Increased texture resolution & same object scale = Higher Texel Density (Less blurry texture) appropriate textures as well though, so keep that in mind.
Same texture resolution & Increased object scale = Lower Texel Density (Blurrier Texture)
ADDONS TO USE
CREDIT FARCRY 6 CREDIT DESTINY 2 CREDIT WOLFENSTEIN THE NEW ORDER
MAYA:
Built in Texel Density tools.
MAX:
Built in one with UV Editor.Texel Density tool, found here:
http://www.scriptspot.com/3ds-max/scripts/texel-density-tool
CREDIT THE DIVISION 2 CREDIT ASSASSINS CREED VALHALLA CREDIT HORIZON FORBIDDEN WEST
Texel Density for Unique Assets is pretty simple, you can just use a texel density tool to get as
close to the desired texel density as possible, making sure you use the most of your UV space.
You can also scale up or down UV islands depending on how much of the assets will be visible or
the importance of that part of the asset.
TILEABLE TEXTURES
For tileable textures we can also just use a texel density calculator, and that’s done!
However, we can also change the formula to calculate the tiling value we need for our material
too, using the calculation below.
= TILING VALUE
TEXTURE RESOLUTION
A lot of optimisation happens in game engines already (With LEVEL OF DETAIL Meshes and MIP
MAPPING) and artists can have an input on it if needed, but it’s less and less of a requirement
with rendering techniques becoming less and less limited by technology.
VISTA MESHES
There are exceptions to this though, like specifically created Vista LOD Meshes, which are
meshes rendered at higher detail then what they would normally would be at that distance. This
is super useful for big landmarks or points of interest that are important for player navigation.
PROXY MODEL
A SIMPLE APPROXIMATION
OF YOUR BASE MODEL MANUAL OPTIMISATION
There might be moment where you need to go into certain area’s and manually optimise them
for performance as needed. This might mean a bunch of different things, lowering the texture
resolution (Thus lowering the texel density) or even manually optimising LOD meshes.
ACTUAL ASSET
THE BASE MODEL WE
WANT TO BUILD AN APPROXIMATION FOR
For a quick estimation you can always take the rough dimensions of your current model or even
make a proxy model that encompasses the model itself and then do a quick calculation based on
that to know if.
This is really helpful when you don’t have the object modelled yet and want to check what
texture size you will be needing. If you’ve done this a couple of times you might even get quick
CREDIT UNCHARTED 4: A THIEF’S END
enough to skip the proxy model all together and do a rough estimation yourself.
- All You Need to Know about Texel Density - Leonardo Lezzi (Texel Density: All you need to
know HQ PDF)
Most of these have to do with importance to the player or where you can get really close to the
asset itself. Some examples include weapons in first person games, assets that will be shown in
special cinematics, menu or inspectable objects or maps that need extra detail because they
help the player navigate the game world, to name a few.
LIMITATIONS TO SCALING IN
SOME IN HOUSE ENGINES
This came to a surprise to me as well, but a lot of the in house engines I’ve worked with prohibit
(or block you from submitting to source control) when you are trying to scale items. And is
partially done to keep a consistent look in the game but not allowing you to break texel density.
SPECIAL THANKS
Scot Daniel Burns, Raj Joshi