[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/3/ - 3DCG

Search:


View post   

>> No.968811 [View]
File: 3.95 MB, 3196x3318, fuck this.png [View same] [iqdb] [saucenao] [google]
968811

>>968764
maybe I'm simply retarded, but I still don't fully understand how to maintain consistency across meshes
if I make a load of objects I have to take the largest one, get its TD and then set the smaller objects to it, which keeps everything consistent, but if I make anything larger it will ruin the whole thing due to the UVs now going outside the UV box [unless the larger object is a seamless texture, since UVs outside of the box don't matter when seamless]
how the fuck can I make a scene or anything consistent at all unless I know what my largest object is going to be beforehand, and why would I want to base an entire scene around lucking out on said object and getting the TD behind the scenes bullshit to work right by seemingly pure luck?
I made 4 objects and didn't even bother with the TD shit, I just manually seamed and unwrapped everything and textured them all using 128x128 textures, but that resulted in pretty obvious texel messiness with the smaller objects being more detailed
it becomes even more of a disaster as soon as I try to introduce textures with different resolutions
the whole thing is a complete mess and I'm convinced it's borderline impossible to keep texel density consistent across meshes
even when I create a default cube, set the texture size at the top of TDChecker to 128x128 (my textures) and set the TD it immediately fucks the UVs (see bottom pic)
FUCK IT ALL. no wonder people stick to 2D pixelshit instead, where a pixel is actually a pixel. I would love to know what the proper workflow for this shit is

>top image is assets made with no regard for TD, just 256x256 textures
>2nd is after applying the TD of the basket to the other objects, fucks them up, no surprise there
>3rd is how big the UVs become after I set the texture size to 128x128 in Texel Density Checker
>bottom is the default cube with a 128x128 texel density, with fucked UV space

Navigation
View posts[+24][+48][+96]