Texel density is a design decision, not a technical one
Deciding how many pixels per centimetre your world gets is an art-direction call disguised as a spreadsheet. Get it wrong and no amount of texturing skill will save the look.
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The technical spine: budgets, formats, hand-offs and the specifications that stop a project drifting.
Deciding how many pixels per centimetre your world gets is an art-direction call disguised as a spreadsheet. Get it wrong and no amount of texturing skill will save the look.
ReadFive minutes on set saves five days in post. A practical list of what to capture, why each item matters, and what it costs us when you cannot get it.
ReadNext step
We'll tell you straight whether we can hit it, and what it would take if we can. No deck, no discovery phase. Just an answer within two working days.