Uploaded March 2020 | Updated September 2026, 2 weeks ago
I can't take notes while in Glycon so I record audio and video for all of my tests. It's fun to look back on it and cry. I mean laugh.
Anyway, I have a couple of thumb related issues to sort out and then it'll be ready!
glycon3d.com
I can't take notes while in Glycon so I record audio and video for all of my tests. It's fun to look back on it and cry. I mean laugh.
Anyway, I have a couple of thumb related issues to sort out and then it'll be ready!
glycon3d.com








![I Tested Master Chiefs Texel Density (The Results Surprised Me)
Over 10 years ago I asked a simple question: is there an ideal texel density for a game model? Turns out there is, and the math is publicly available. So I turned it into a tool.
In this video I walk through MechaPaints Ideal Texels Tool: enter your characters real-world height (or use the 1-meter scale for props and vehicles), set how close and how far the model typically appears on screen, and the tool paints your mesh to show exactly where your texture density is ideal, stretched, or wasted.
I run it on two professionally made game characters and one of my own kit-bashed vehicles. The pros nailed it almost everywhere. My vehicle... did not. Dense texels on transparent windows, stretched red patches where it matters most. Thats the point: you find out before you ship.
No guessing. No spreadsheets. Bring your model in, click a few buttons, done.
Download MechaPaint for Mac or PC: https://MechaPaint.com
Half off right now until PBR support lands, then pricing changes.
Discord: [your link] - there are three people in it. Be the fourth.
Try it on your own model and let me know how it goes in the comments. I Tested Master Chiefs Texel Density (The Results Surprised Me)](https://i.ytimg.com/vi/_cN4Ic3qvNY/mqdefault.jpg)

