Texel Density
Texture-to-surface ratio
Also known as: TD · Texels per cm · px/cm
Definition
Texel density is the number of texture pixels (texels) per unit of 3D surface area, usually measured in pixels per centimetre (px/cm). It defines how sharp or blurry a texture appears on a model relative to other objects in the scene. Consistent texel density across props is what makes a game scene feel cohesive — a wall at 10.24 px/cm next to a prop at 2.56 px/cm will read as a quality mismatch even with great art.
In production
Industry norms range from 5.12 px/cm for distant background props to 20.48 px/cm for hero assets. Tools like the Texel Density Checker Blender addon let you measure and equalise density across an entire modular kit before exporting to engine.
Learn Texel Density in
Tools that use Texel Density
See also
UV Mapping
Unwrapping 3D meshes to 2D
Texture Atlas
Multiple assets, one texture
Trim Sheet
Reusable horizontal strips of detail
Stretched Textures
Smeared or elongated texture detail
UV Seam
Where a UV island is cut
Hero Assets and Background Assets
Spending detail where the player looks
Human Scale and Reference Units
Real-world sizes used to keep assets consistent