Resolution/Texel Density

Hello everyone.

I have a goal of creating a rather visually appealing game and I’m trying to figure out what to make my texel density (pixels per unreal unit/cm) for a game that reaches the modern day resolution standard and higher. I understand from some reading you should set a texel goal while making UV textures. I’m new to 3D building and texturing, so any advice would be useful.

Also what is a good size for map texture tiles? A lot of sources say around a foot, but they all are related to UE3/UDK scales. I found these measurements for UDK and was curious if they would be considered a good density for the goal I wrote above. If so, could someone convert it into an Unreal scale?

• 16 units = 1 foot = 128x128

• 32 units = 2 feet = 256x256

• 64 units = 4 feet = 512x512

• 128 units = 8 feet = 1024x1024]

• 256 units = 16 feet = 2048x2048

• 512 units = 32 feet = 4096x4096

There are no any special standard limits in this case. It depends on visual quality and performance you want to achieve, and of course on platform.

Also it depends on sizes of objects in your scene. For example small prop shoukd use 256 or 512 textures, medium - 1024, big - 2048.

Unreal editor usually use meters. So you can use something like 1x1 meter = 512 x 512 pixels texture.

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Here’s an article that explains EVERYTHING you could want to know about choosing texel densities for your game. It goes over how to choose a resolution and keep it consistent for your whole game. Here you go: [Link][1]

[1]:

that article is 6 years old… anything more recent for 2023?