there a naga character i'm working on, took me some weeks because it was only done with 3ds max and photoshop without 3D painting, kind of epic exercice XD
my goal is to make a ps1 low poly character since it will turn to be a game inspired by breath of fire games. (not the ps2 version) i did studyed various ps1 games for to see how they made the textures.
well, there the pic :
and there the download content that you can check how it look like, you're welcome to give me feedback or critique or even too you can use it as a SDK training for only texture :
https://dl.dropbox.com/u/14183130/naga_quest/naga_quest.rar
enjoy !
Replies
Only problem is the texture files. Combine them all into 1. What you have now is really bad, because the GPU has to render 4 small batches.
Material changes need to happen as infrequently as possible. And small batches can be killer.
and here the texture work from this character :
or in final fantasy IX, they did split in different textures for one character too, there Bahamut for example :
his textures :
you can check other example on this site : http://www.textures-resource.com/ you will learn alot by looking at these textures like i do.
The original Half-Life models had 20 64x64 or 32x32 textures but that doesn't mean anyone would still do it that way today.
Your work is looking cool so far. Some more contrast and definition could be nice. I'd keep an eye on your UV island padding, looks like you're getting some bleeding in a few areas. Like around the midsection where his tail connects to his torso causing a green line in some views and on the head/hair.
it was another reason why you needed to split textures up so you would have red bits on one texture green bits on another to make the most out of the colours you had per texture
true, i did split the model into each part for each texture as you explained.
false, check the game done for smartphone, they still use that techniques, even recent game like batman arkham city still use this technique.
you were right about the texture size, occasionnally, they use a 256x256 for ps1 game but that was used for landscape.
yep, i have some problem with padding because i can't afford cinema 4D or 3dcoat the moment, i don't like the photoshop system (cs4) so, i just have to deal with it by using a 3D software that do preview the 3D model.
thx for this information, i did noticed something in final fantasy IX, their textures use only 256 colors, some were litterally less colors like you suggested. i think i will try to stick at that limit, if it's possible of course.
by the way, thx everyone for some additionnal information.