Texel density is incorrect issue with wildcat system

Discussion started by MrendersEE

hey guys iam using blender while working on a wildcat's modeling task...but when i submit the assignment i get the texel density is not correct issue...but i know i did it right...anyone solved this problem?

Answers

Posted about 3 years ago
0

Pictures help, do you have a screenshot of the model with a checker map applied?

MrendersEE wrote
Yes i will add it later....i also checked with the texel density checker addon it's right but when i submit it still gives me the same issue....looks like a lot of people have this same problem and nobody have found a solution....maybe we should give up working with wildcat :(
Posted about 3 years ago
1

I run into the same problem, and it really isn't being possible to fix, since the object is already with the correct texel

Posted about 3 years ago
0

Please post images the both of you, this way we can see the checker map and UV layout.

DropProp wrote
DropProp
Sorry, I took 2 prints, with two different texel settings that I already made. In my view they are correct but I may be wrong, I am very grateful if you can help with this case. I'm leaving the print link on the google drive for you to see. https://drive.google.com/drive/folders/1YkgVlZiM1l24g_iky2xr1GvTN_8FBja3?usp=sharing
3DCargo wrote
3DCargo
Its difficult to tell without some additional close up images - looks fairy consistent over all except a few places along the seams which look stretched ive circled here https://ibb.co/W3b2WVh . Have you tried opening this model in RizomUVs to check stretched areas? Stretched areas will be shown in red as per this example https://ibb.co/MfLpqhX
Posted about 3 years ago
0

Same problem here ... did you find a solution ? that make no sense.

DropProp wrote
DropProp
I will sign rizomUV to do this test friend, thank you very much for the answer, if I decide to inform you here.
Posted about 3 years ago
0

There are so many steps, to the point of making your model useless, losing all artistic work, because the uv islands of a mesh that will not even appear need the correct texel density? sometimes I think it was easier for them to hire robots.

Posted almost 3 years ago
0

Have same problem, but solution is to set texel density in rizomUV map rez to 4096 texel dens. to 40.96

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