During my past experiences I noticed my resolution never was uniformly correct but I never knew so I did my research and came across this You Tube video "What is Texel Density and How to master it" from the user Malcolm341. Malcom talks about how he works in the Games industry and that it is expected to work by a specified uniformed texel density of 400; this means all of his assets including environmental pieces have to be at that set density equally. (Malcolm341, "What is Texel Density and How to Master it", 2018)
Fig1, Malcolm341, "What is Texel Density and How to Master it", 2018
After watching this video; I experimented with Malcolm341's technique. I started using checkerboard reference plane at texel density and then UV mapped my assets around this reference plane while making sure all of the assets' density match that plane. While using this new methodology I found not only did kept my resolution uniformed; but also it made my workflow very efficient.
(Malcolm341, 2018, June 10). Retrieved July 7, 2018, from https://www.youtube.com/watch?v=5e6zvJqVqlA&lc=z23cxpvj0l23izb2tacdp43bz0ooiiahgqwsyyijphlw03c010c.1530766399254604