

Assets like these are typically granted much more texture resolution/texel density to allow their finer details to shine through a shot, and to remain crisp regardless of their distance from the camera. We see these exceptions mainly in assets that are likely to be viewed up close and often throughout a sequence, or a point of focus in a still image. There are, however, exceptions that can and in many cases should be made.

We learned that often, a render can feel strange because the objects have textures with resolution disproportionate to their size and visual importance, and that by maintaining that proportionality across the textures, we get optimised projects and better looking renders.

In a previous article, we had a look at texel density and how taking it into consideration can help us achieve a feeling of consistency and immersion in our 3D scenes.
