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Posted

I'm working on a model for my reel, and I wanted to know is the norm for ps2 and xbox for textures is it 512x512, or can they goto 1024x1024? And what do you think the xbox2 and ps3 will be able to handle texture size?

When texturing for 512x512 is it better to goto 1024x1024 and then scale down?

Thx

Lee

ps. when did mapcore return, because I could never connect to it ;( for the longest time.

Posted

for an art test i did last year, I started with the base texture at 1024x1024 but the final had to be 256x256, and I got alot of pixels. I think i should of started at 512, so there was less of a push of data per pixel.

Thought id ask, before I start texturing again :roll:

Posted

Doesn't the Xbox only have 64mb of memory?

Yes but its not the same of PC ram.

lee3dee - Id say go for 1024x if you want to impress them. Resizing is really simple if they want a 512x instead :)

Posted

PS2 usually uses 256 and 128s. In some cases 512.

Xbox its usually 256 and 512s unless you run low on memory

The PC norm nowadays is 512 and 1024, same goes for next gen although larger objects can have textures of up to 2048 pixels. I would recommend to keep it as low and efficient as possible though. Every wasted pixel is a wasted bit of memory that could have better been used elsewhere.

Hope this helps.

Posted

What luka said, also note that making textures in 2:1 ratio is the more optimal for the ps2, instead of making stuff in 1:1

I dont know if this is a general ps2 thing or just with our engine, but its worth noting i guess.

Posted

I usually like to paint stuff in original size... At the end of a day, one pixel is one pixel, and when working with a small amount of them I'd like to have the control over every single one of them =) I find using scaled textures often gives me a very... miniature and accentless end result...

Then again, I've never worked on a PS2 game but DoD sorta had the same limits texture-size wise and did all those in original resolution @256/128.

Posted

Thats what I would suggest too, IF you're not sure what res you are gonna use.. In that case you're better off doing a high-res version of your texture and scaling it down later if you have to for whatever reason. It's easier and less time consuming than making a low res texture and realizing later on that it needs to be more high res, cause then you'd have to redo the whole thing. if you DO know the resolution I'd work in the original size.. but thats only personal preference..

Posted

we usually do all our textures in 512x256, then it automaticly scales them down for the ps2 when we port the textures. I cant recall any textures we've done where its been the same size for all platforms actually

And besides, who gives a fuck about the ps2 D: (/me cries)

Posted

The best advice I got from a friend who works for Futuremark, when I asked about this sort of thing (texture size/polygon amount) he said, sure you can make a super realistic vase with millions of polygons and shading and all, but make it cool and out of 100 polygons with the smallest texturemaps and then you are impressive.

I think Xbox can do 1024x easily, BUT if you can make the same results with 512x and make it look just as good, then you are on to something.

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