Minos Posted July 22, 2008 Report Share Posted July 22, 2008 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) Quote Link to comment Share on other sites More sharing options...
Minos Posted July 22, 2008 Author Report Share Posted July 22, 2008 By the way, we should have a low poly competition under these specs. It's pretty fun working within such restrictions =) Quote Link to comment Share on other sites More sharing options...
Rick_D Posted July 22, 2008 Report Share Posted July 22, 2008 Nie stuff, man. Quote Link to comment Share on other sites More sharing options...
Psy Posted July 22, 2008 Report Share Posted July 22, 2008 Looks great. Quote Link to comment Share on other sites More sharing options...
-HP- Posted July 22, 2008 Report Share Posted July 22, 2008 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. Quote Link to comment Share on other sites More sharing options...
Minos Posted July 22, 2008 Author Report Share Posted July 22, 2008 ":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 Quote Link to comment Share on other sites More sharing options...
DvS Posted July 22, 2008 Report Share Posted July 22, 2008 Must be hard, modeling unknown territory Looks great though. Quote Link to comment Share on other sites More sharing options...
General Vivi Posted July 25, 2008 Report Share Posted July 25, 2008 That looks pretty awesome mino. I've wanted to give ds art a try for a long time now, I might just try it Quote Link to comment Share on other sites More sharing options...
Minos Posted July 25, 2008 Author Report Share Posted July 25, 2008 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 =) Quote Link to comment Share on other sites More sharing options...
KoKo5oVaR Posted July 28, 2008 Report Share Posted July 28, 2008 hehe minos, this is awesome! I would have put a lot more details into it tho. It's too well tied Quote Link to comment Share on other sites More sharing options...
-HP- Posted July 29, 2008 Report Share Posted July 29, 2008 It's too well tied Yeah well, It's a girl's bedroom! (Speaking of which, where's the dildo?!) Quote Link to comment Share on other sites More sharing options...
Minos Posted July 29, 2008 Author Report Share Posted July 29, 2008 ":1mv2mfia]It's too well tied Yeah well, It's a girl's bedroom! (Speaking of which, where's the dildo?!) lol Quote Link to comment Share on other sites More sharing options...
AlexM Posted September 17, 2008 Report Share Posted September 17, 2008 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? Quote Link to comment Share on other sites More sharing options...
Minos Posted September 17, 2008 Author Report Share Posted September 17, 2008 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). Quote Link to comment Share on other sites More sharing options...
AlexM Posted September 17, 2008 Report Share Posted September 17, 2008 is paletizing/indexing also an option? Quote Link to comment Share on other sites More sharing options...
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