Texel Density Calculator
Enter a texture size, object size and UV coverage to get pixels per meter.
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density = resolution × √coverage ÷ size
What is texel density
Texel density is how many texture pixels (texels) cover one meter of a model’s surface. Keeping it consistent across assets stops some objects from looking blurry next to sharp ones.
Pick a target for your project first, then size each texture to hit it. Switch to “Texture size”, enter the target and the object, and the calculator rounds the result up to the next power of two.
How it is calculated
With a texture of R pixels, UV islands covering a share u of the texture (0–1) and a surface area of A m², density = R × √(u ÷ A).
For a single face of length L meters the simplified form is R × √u ÷ L. Example: a 1024 px texture on a 2 m object with 100% coverage gives 1024 × 1 ÷ 2 = 512 px/m.
Area mode assumes the UV islands are scaled evenly across the mesh. Divide px/m by 100 to get px/cm: 512 px/m = 5.12 px/cm.
Reference values
| Use | Density | 2 m prop | Source |
|---|---|---|---|
| Top-down camera | 256 px/m | 512 | Maxon |
| Lower-end platforms | 256 px/m | 512 | Crytek |
| Third-person camera | 512 px/m | 1K | Maxon |
| Most assets in Crysis 3 and Ryse | 512 px/m | 1K | Crytek |
| First-person camera | 1,024 px/m | 2K | Maxon |
| Hero assets | 1,024 px/m | 2K | Crytek |
| Personal and portfolio projects | 2,048 px/m | 4K | Beyond Extent |
Reference values come from the linked sources and are guidance, not rules. Profile on your target hardware.
Sources
- Maxon. Texel Density (Cinema 4D 2025 Help) (accessed 2026-10-09)
- Crytek. Texels Per Meter (CRYENGINE documentation) (accessed 2026-10-09)
- Beyond Extent. Texel Density deep dive (Timothy Dries) (accessed 2026-10-09)
