Texture Resolution Calculator - free Production tool by XO3D Labs

Texture Resolution CalculatorAll ToolsStart a project
Quick Scenario
Object Size
Size 200
Framing
Object fills frame 60%
How much of the frame's width the object spans at its tightest shot.
Output
Texel target
Oversampling guards against close-ups, mip blur and compression. 1.5x is the safe default.
Recommended Texture Map
-px
nearest sensible power of two
Min. needed
-
Texel density
-
Power-of-Two Options
In-Frame Preview
Object
Object spans 60% of a 1920px frame
The Maths
On-screen pixels across object-
Texel target multiplier-
Texels needed across object-
Texel density-
Recommended map-
Min - Use -
Quality Check
-
Detail
Object size-
Frame fill-
Render width-
Screen pixels-
Texels / mm-
Headroom-
Pro Tips
Match the tightest shot. Size your maps for the closest the camera ever gets. Pull-back shots are forgiving.
Power of two matters. GPUs mip and compress 2^n maps cleanly. Stick to 512, 1K, 2K, 4K, 8K.
Split the UVs. If one map is not enough, give hero areas their own UV tile rather than one giant texture.
Do not over-spec. 8K on a background prop just wastes memory and bake time. Match density to the shot.
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