3d-high-resolution-textures

Installation
SKILL.md

3D High-Resolution Textures

Make materials hold up at the closest intended camera view. Specify visible surface detail, mapping scale, and delivery cost together.

Choose resolution from the view

Identify hero surfaces, their nearest camera distance, projected pixel coverage, and target render scale. A texture need depends on visible UV coverage: if a surface spans 1200 physical pixels while showing half a tile, a roughly 2400-pixel-wide tile is a useful starting estimate. Inspect the result rather than assigning 4K or 8K to every map.

Use higher resolution for readable close-up albedo/normal details and lower resolution for smooth roughness or distant surfaces when they look equivalent. Match texel density across connected surfaces. Upscaling a small source cannot invent captured detail; obtain a better source or author appropriate procedural detail when necessary.

Build a coherent PBR material

Map Role Color interpretation
Base color, emissive color Surface color or emitted color sRGB for ordinary PNG/JPEG/WebP color artwork
Normal, roughness, metalness, AO, height Numerical material data No color-space conversion
HDR lighting image Radiance for environment lighting Use the format/loader's linear HDR interpretation

Keep lighting calculations linear and apply final output conversion once. Configure maps according to the material and renderer version; see Three.js color management.

Installs
52
Repository
mengto/skills
GitHub Stars
6.1K
First Seen
4 days ago
3d-high-resolution-textures — mengto/skills