Texel Density Calculator

Texel density = texture resolution ÷ surface size. Enter a texture size and the physical size of the surface it covers to get the density in px/cm and px/m — or work backwards from a target density to the texture resolution you need. It is free and runs entirely in your browser.

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Texture + surface → texel density

Enter texture size and surface size.

Target density → texture resolution

Enter a target density and surface size.

Texel density reference table

The working rule: keep texel density consistent across everything the camera can compare, and spend resolution only where the camera gets close. The common power-of-two friendly targets below come from the widely used 2.56 / 5.12 / 10.24 px/cm ladder (256, 512 and 1024 px per meter).

Texel densitypx per meterTypical use
1.28 px/cm128 px/mDistant background geometry, skyboxes, low-end mobile
2.56 px/cm256 px/mBackground props, mobile games, large architecture
5.12 px/cm512 px/mGeneral-purpose baseline for PC and console games
10.24 px/cm1024 px/mHero props, first-person weapons, VR close inspection
20.48 px/cm2048 px/mFilm close-ups, product visualization, marketing renders

Watch the axes separately. If a 2048×1024 texture covers a square surface, the two directions have different densities and the texture will look stretched. This calculator reports both axes so you can catch that before it ships.

Frequently asked questions

What is texel density?

Texel density is how many texture pixels (texels) land on a given amount of real-world surface, usually expressed in pixels per centimeter (px/cm) or pixels per meter (px/m). It is calculated by dividing the texture resolution by the physical size of the surface it covers: a 1024 px texture across a 200 cm wall gives 5.12 px/cm.

What texel density should I use?

It depends on how close the camera gets. Common working targets are about 2.56 px/cm for background props and mobile games, 5.12 px/cm as a general PC/console baseline, and 10.24 px/cm or higher for hero assets and close-up film work. Consistency across a scene matters more than the absolute number.

Why do my textures look blurry next to each other?

Blur differences usually mean mismatched texel density: two surfaces with the same texture resolution but different physical sizes show different sharpness. Calculate both densities with the tool above and resize the textures until the px/cm values match.

How do I find the texture size I need?

Use the reverse calculator: multiply your target density by the surface size. For 5.12 px/cm on a 300 cm surface you need at least 1536 px, so a 2048 texture is the nearest standard power-of-two size.

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