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Texel Density Calculator

Enter a texture size, object size and UV coverage to get pixels per meter.

Runs in your browser. Nothing is uploaded.

Calculate
Texture resolution
Object

density = resolution × √coverage ÷ size

Texel density512px/m5.12 px/cmOn target: within 15% of the Third-person target (512 px/m)
Texture for 512 px/m1K (1,024 px)
1 m cube · 16 checks per meter, 32 px each

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

UseDensity2 m propSource
Top-down camera256 px/m512Maxon
Lower-end platforms256 px/m512Crytek
Third-person camera512 px/m1KMaxon
Most assets in Crysis 3 and Ryse512 px/m1KCrytek
First-person camera1,024 px/m2KMaxon
Hero assets1,024 px/m2KCrytek
Personal and portfolio projects2,048 px/m4KBeyond Extent

Reference values come from the linked sources and are guidance, not rules. Profile on your target hardware.

Sources

  1. Maxon. Texel Density (Cinema 4D 2025 Help) (accessed 2026-10-09)
  2. Crytek. Texels Per Meter (CRYENGINE documentation) (accessed 2026-10-09)
  3. Beyond Extent. Texel Density deep dive (Timothy Dries) (accessed 2026-10-09)

Models with 1K textures

Browse in the catalog