View using predefined variation 512. Range = 512
How it Works
Do keep an eye on the "range" bar - located in the bottom right of the screen.
256: Far left = Zero, far right = 512.
512: Far left = Zero, far right = 1024.
1024: Far left = Zero, far right = 2048.
As we have selected 512 as our value, (middle screen shot above) then assets that meet the requirement will be shaded in green.
To help visualize the colors and mapping of the UV's a checkerboard texture is also applied - this also scales to the stretching of the mapping and the higher the density, then the tighter the checkerboard becomes. Notice the high frequency checkerboard in the red area vs the low frequency checkerboard in dark blue area.
Not all Assets are Created Equal
World: The further back geometry is from the play area, then the Texel Density requirement becomes less = (Dark Blue). This is shown in the screen shots below by the buildings and trees. However, the Roman Standard (it was classed as an important asset) has a high Texel Density and is colored Red. Some cloth assets and barrels are in the range of yellow to orange, these are close to the play area and therefore required more detail and thus have a higher Texel Density.
Characters: Texel budget spent on the Roman Soldier vs the generic Civilian. Notice how the shield didn't require as much detail as the Roman armor.
Generally an Artist would make an 'object' to the exact scale that the 'object' is designed to be at in the game world. However, for variation within scenes, for example with rocks, trees etc. then , the Scale Tool can be used to make slight variations to an 'object' - this breaks up the scene a little bit.
In the center of the screen shot above is a 1x1x1 m cube. The cube has the correct UV map setting i.e. using 512 Texels per Meter and is therefore displayed in green.