Texel density should match on all objects in the scene. If the texel density is scaled differently on objects, they may look out of focus or overly sharpened when sitting next to another objects in the scene. Fitting our UV to the correct texel density for our final game engine. Fortunately setting up texel density on modular objects is easy because they all already set up on a grid.
- [Voiceover] Grids and unit settings are great…for keeping polygons and UVs lined up,…but we still need to decide on a size for our texture maps.…Enter the concept of texel density.…A texel is a texture unit.…Not very important for what we're dealing with now,…but that's what we're gonna call the concept.…These texel units all line up to make our texture display…at a certain scale on the screen.…Again, that's pretty easy to understand.…However, when we're dealing with modular assets…we need to make sure that all the different assets…or parts to our kit have the same texel density,…and that's where we have to start paying attention…to these texel unit sizes.…
I'm gonna use the same scene that we've seen here before…and in this scene I've stripped out a pillar…to show how this texel density system is gonna work.…Now this pillar I've made its own object,…it's not linked to any of the other pillars in the scene…and I've applied a UV unwrap modifier…on top of the pillar,…so that we can enter the UV editor.…And I'm gonna move my menus around here a little bit,…
He first introduces the modular pipeline in Max and the basics of making modular models. Then Christian shows how to ensure your texture maps align to the grid, and places objects in the scene to build the complex final structure—an ornate castle—shown at the end of the course. With a little patience, attention to detail, and the skills learned in this class, you can create design kits that speed up development and result in more realistic and immersive game environments.
- Setting up the workspace, units, and grid
- Modeling the main walls
- Working with back-facing polygons
- Creating base objects
- Building modular elements
- UX mapping modular meshes
- Changing materials