Skill v1.0.0
currentLLM-judged scan90/100version: "1.0.0" name: texel-density description: Choose, compute, and verify texel density (pixels per meter) so textures look equally sharp across game assets, and pick texture resolutions from it. Use when deciding a texture size for an asset, when one asset looks blurrier or sharper than its neighbors, when scaling UV shells, or when setting a project-wide density standard for Unity, Unreal, Godot, or Blender.
Texel density
Texel density is texture pixels per unit of surface, written in px/m (Unreal teams often use px/cm; 1 px/cm = 100 px/m). One density for every asset seen at the same distance keeps the world consistent.
Pick a target
| Camera and platform | Typical target | |
|---|---|---|
| First-person, PC / current console | 1024 px/m (10.24 px/cm) | |
| Third-person, PC / current console | 512 px/m (5.12 px/cm) | |
| Top-down / strategy | 256 px/m | |
| Mobile and standalone VR | 256-512 px/m | |
| Hero asset seen up close (weapon in hand, face) | 2x the scene target | |
| Distant background | 0.5x or less |
These are common starting points. The project's standard wins, and it should be written down once and reused.
Compute it
density (px/m) = texture_size_px * sqrt(uv_area_fraction / surface_area_m2)
uv_area_fraction: share of the 0-1 UV square the shells cover (0-1).surface_area_m2: real surface area of those faces, at final scale.
Quick sizing: a surface of about W x H meters needs about W * density by H * density pixels of unique texture. One 2 m x 2 m face at 512 px/m needs 1024 x 1024 px. A whole 2 m crate has six such faces (24 m2), so unwrapped uniquely it needs about 2K or more; mirror or stack identical faces, or use a tiling material, to stay at 1K.
In Blender, check with a checker texture of known size and measure one shell, or use a texel-density add-on. Scale all shells of an asset by the same factor so their densities stay equal.
Choose the texture size
- Compute the pixels needed from the surface area and the target density.
- Round up to a power of two (512, 1024, 2048, 4096). Non-power-of-two
textures lose mip-mapping or compression on some platforms.
- If the result is 4K+ for a regular prop, split into trim sheets or tiling
materials instead of one unique map.
- Mobile: stay at 1K or below for most props; 2K only for heroes.
Verify
- Checker texture: squares are the same size on this asset and on its
neighbors in the engine, at the gameplay camera distance.
- No shell is scaled up just because there was free UV space. Wasted space is
cheaper than a density jump the player notices.
- Mirrored or stacked shells count once, which is why they save density.
- Report: target density, measured density, and texture size per map.