DCC production guide

Texel Density and UV Unwrap Guide

Direct answer: Texel density keeps texture detail consistent across assets. Instead of choosing a 2K or 4K map by habit, define how many pixels should cover a unit of model surface, unwrap with that target, then document exceptions for hero shots, hidden areas, decals, or trim sheets.

Texel DensityUV UnwrapUV 展开纹素密度UV展開テクセル密度

Simple calculation

A common planning method is pixels per meter or pixels per centimeter. Example: if a wall module is 2 meters wide and the project target is 512 px/m, the visible width needs about 1024 pixels of texture coverage. This is an example target, not a universal rule; mobile, web, and high-end cinematic assets will choose different values.

Unwrap priorities

Cut UVs where seams are hidden, where hard normals already break shading, or where material transitions occur. Preserve important silhouettes and readable surfaces. For characters, protect face, hands, and deformation zones; for props, protect player-facing faces and repeated detail.

Checker workflow

Apply a checker texture with numbers or grid scale, inspect the asset at gameplay camera distance, and compare it with neighboring assets. If a barrel, crate, and wall have visibly different grid sizes despite similar importance, adjust shell scale before painting.

Exceptions that are acceptable

Hero props may use higher density on close-up surfaces. Tiny underside faces may use lower density. Trim sheets and tiling materials may ignore per-object density but should still match the scene visually. Record exceptions so reviewers do not “normalize” intentional choices away.

Delivery evidence

Include the target density, checker screenshot, final UV layout, texture resolution, and material strategy. If UDIM, trim sheets, or tiling materials are used, state how they affect the density calculation.

Worked review example

For a 1.5 meter crate beside a 3 meter wall panel, do not judge by texture resolution alone. A 2K crate texture can be wasteful while a 2K wall texture may be reasonable because the wall covers more surface area. Apply the checker to both, view them from the expected camera, and scale UV shells until grid squares read consistently. If the crate logo needs extra clarity, document that island as a hero-detail exception instead of raising the density of the entire asset.

Multilingual production terms

Use this texel density uv unwrap guide terminology table when writing review comments, export notes, or handoff instructions across Chinese, English, and Japanese teams.

中文English日本語Workflow usage note
纹素密度Texel Densityテクセル密度Use these terms when setting checker scale, unwrap expectations, and texture resolution exceptions.
UV 展开UV UnwrapUV展開Use these terms when setting checker scale, unwrap expectations, and texture resolution exceptions.

Term notes for multilingual briefs

Use the English term Texel Density with matching Chinese/Japanese notes where relevant: UV展開 / テクセル密度. Keep the technical term beside the local-language note so reviewers can map it back to DCC and engine settings.

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FAQ

What is texel density?

It is the amount of texture pixels assigned to a unit of model surface, often planned as pixels per meter or pixels per centimeter.

Does every face need identical density?

No. Consistency is the baseline, but hero details, hidden faces, decals, and trim sheets can justify exceptions.

Can I fix density after texturing?

Sometimes, but rescaling UV shells after painting can blur or misalign texture details. It is safer to set density before final paint.

What should reviewers ask for?

Ask for target density, checker screenshot, UV layout, texture resolution, and any documented exceptions.