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Texel Density Calculator

Texel density is why one prop looks crisp and the next one looks smeared. Calculate pixels per meter, compare against a target, or work backwards to the texture size the asset actually needs. All math happens in this tab.

How to use

Forward mode: enter texture size, UV coverage, and real-world area to get the density and a target verdict. Reverse mode: enter the target density and asset size to get a power-of-two texture recommendation. A decently packed prop usually lands around 50-70% UV coverage; check with the UV grid texture.

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enter values
<- 1 meter ->  each square = 32 x 32 texels

What Texel Density Is

Pixels of texture per meter of world surface. The math: an asset with surface area A m^2, textured by a RxR texture of which it uses C% of the UV space, has density R x sqrt(C) / sqrt(A) px/m. Two assets at the same density look equally sharp side by side; a mismatch reads instantly as "cheap prop next to hero prop" - even players who can't name it, see it.

The Targets (Directional, Argue Per-Project)

ContextTypical targetNotes
Mobile128-256 px/mMemory floor rules everything
VR512 px/mHeads get close to walls; blur breaks presence
Console/PC environment512-1024 px/m1024 the common modern baseline
Hero / first-person items2048+ px/mIt fills the screen; spend here
Distant/backgroundhalve the baselineNobody visits the mountains

Consistency Beats Magnitude

The number matters less than everyone hitting the same number per tier. Publish the target (this page is linkable with your values in the URL - settings persist), give artists the checker texture so density mismatches show as differently-sized squares in the viewport, and audit with the asset health dashboard. When memory forces cuts, cut a whole tier together - everything drops in step, and the consistency survives the diet.

Privacy

Static page; the arithmetic runs in this tab and nothing is transmitted anywhere.