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Low poly environment - Girl's bedroom

  • Minos
  • July 22, 2008 at 5:16 AM
  • Minos
    • July 22, 2008 at 5:16 AM
    • #1

    Here's an small DS specs environment I did just for fun/practise.

    Tricount:739

    Textures:

    1 128x128 Diffuse

    1 64x64 Diffuse

    1 64x128 Diffuse + Alpha

    1 16x32 Diffuse

    1 16x16 Diffuse

    (116 Kb total)

    [Blocked Image: http://www.thiagoklafke.com/portfolio/dsenv_01.jpg]

    [Blocked Image: http://www.thiagoklafke.com/portfolio/dsenv_02.jpg]

    [Blocked Image: http://www.thiagoklafke.com/portfolio/dsenv_03.jpg]

    [Blocked Image: http://www.thiagoklafke.com/portfolio/dsenv_04.jpg]

    [Blocked Image: http://www.thiagoklafke.com/portfolio/dsenv_05.jpg]

    [Blocked Image: http://www.thiagoklafke.com/portfolio/dsenv_06.jpg]

  • Minos
    • July 22, 2008 at 5:17 AM
    • #2

    By the way, we should have a low poly competition under these specs. It's pretty fun working within such restrictions =)

  • Rick_D
    • July 22, 2008 at 12:40 PM
    • #3

    Nie stuff, man.

  • Psy
    • July 22, 2008 at 1:17 PM
    • #4

    Looks great.

  • -HP-
    • July 22, 2008 at 3:38 PM
    • #5

    heh, I already made stuff for NintendoDS, and I tell you those tools are freaking horrible, Nintendo really does a bad job with their tools of exporting plugins, shaders, etc.

    Anyways, looking good man, but you could have increased the poly count a bit, NintendoDS can render up to 1500~2000 Polys per frame. (Depending on the detail the characters will have, but I guess 750 tris is ok)

    You used a lot of textures tho, 116 Kb is really pushing it for NintendoDS. Don't forget that the console needs to render the characters and the HUD on top of what you made.

    And btw, is it really needed to have a texture only for the curtains? 64*128 for a small piece such as that, is a big no-no.

    Overall, you really managed to optimize it very well, good job.

  • Minos
    • July 22, 2008 at 4:43 PM
    • #6
    Quote

    ":1xgs5x1n]heh, I already made stuff for NintendoDS, and I tell you those tools are freaking horrible, Nintendo really does a bad job with their tools of exporting plugins, shaders, etc.Anyways, looking good man, but you could have increased the poly count a bit, NintendoDS can render up to 1500~2000 Polys per frame. (Depending on the detail the characters will have, but I guess 750 tris is ok)

    You used a lot of textures tho, 116 Kb is really pushing it for NintendoDS. Don't forget that the console needs to render the characters and the HUD on top of what you made.

    And btw, is it really needed to have a texture only for the curtains? 64*128 for a small piece such as that, is a big no-no.

    Overall, you really managed to optimize it very well, good job.

    Thanks for the feedback.

    The texture memory is a bit high because I saved the tga's as 24 bits instead of 8bits just so they would look better in the portfolio

  • DvS
    • July 22, 2008 at 11:48 PM
    • #7

    Must be hard, modeling unknown territory

    Looks great though.

  • General Vivi
    • July 25, 2008 at 9:28 PM
    • #8

    That looks pretty awesome mino. I've wanted to give ds art a try for a long time now, I might just try it

  • Minos
    • July 26, 2008 at 12:12 AM
    • #9
    Quote from generalvivi

    That looks pretty awesome mino. I've wanted to give ds art a try for a long time now, I might just try it

    You should do it, its pretty challengeling =)

  • KoKo5oVaR
    • July 28, 2008 at 10:50 PM
    • #10

    hehe minos, this is awesome! I would have put a lot more details into it tho. It's too well tied

  • -HP-
    • July 29, 2008 at 1:17 AM
    • #11
    Quote from KoKo5oVaR

    It's too well tied

    Yeah well, It's a girl's bedroom!

    (Speaking of which, where's the dildo?!)

  • Minos
    • July 30, 2008 at 12:31 AM
    • #12
    Quote

    ":1mv2mfia]

    Yeah well, It's a girl's bedroom!

    (Speaking of which, where's the dildo?!)

    lol

  • AlexM
    • September 17, 2008 at 9:56 PM
    • #13

    wow very nice change of pace from the typical fare. Looking great

    As for the texture memory, according to what HP said, what would be a more acceptable level of texture memory usage?

  • Minos
    • September 17, 2008 at 10:23 PM
    • #14

    It's hard to say. You can get pretty small files working with limited colors. The DS also has backface cull, drastically reducing the polys rendered per frame. I could have actually added a lot more polys to this.

    The texture memory limit for the NDS is 512kb btw. And that includes levels, characters, HUD etc... So it's a really good idea to know pixel art/color reduction techniques such as dithering (which I didn't use on this environment because I was fucking lazy).

  • AlexM
    • September 17, 2008 at 11:30 PM
    • #15

    is paletizing/indexing also an option?

  • dux
    • September 18, 2008 at 9:40 AM
    • #16

    Does anyone else see the harry potter vibrator?

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