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#27 - low rez summer Question?

polycounter lvl 18
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cholden polycounter lvl 18
Couldn't reply to the main thread for some reason...

Couple questions about the specs on this one:

Where is the 1766 number coming from? It doesn’t divide down to anything. Go with 1792 (divisible by 256 and 64), then when the 256 landscape is added the total is 2048. This also puts it at the DS standard of "limit of 6144 vertices (in other words, 1536 quads or 2048 tris) applies after culling."

Also, 256x256 texture is a high pixel to polygon ratio for a 256 triangle character. A 128x128 max would be a better, though a 64x64 would look best. This also puts it closer to DS standards if that interests you at all.

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  • bearkub
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    bearkub polycounter lvl 20
    Oooops. Sorry about that, Chris. I forgot you can't reply to global announcements. If you don't mind, I am gonna stick this one for questions and answers.
  • hawken
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    hawken polycounter lvl 19
    you're totally right about the DS thing, my secrat plan has been rumbled!

    also yes, 256 is a little high... but is 128 for a char too difficult?
    The more we do these low poly challenges I think the more we will get it perfected. I guess the target is to make something that will really run on a DS.

    The polycount is for the scene, so I guess the way it divides up is that not all your objects have to be the max polygons, less the better, in fact.

    Really digging your metroid remakes. Low poly + Low rez tex = lurve!
  • cholden
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    cholden polycounter lvl 18
    I reckon if I do anything I won't go over 64x64 for any texture so Telekinetic Frog doesn't beat me up. That guy is huge. Though it's ok probably to use multiple 64s to make a single 128 for characters.
  • ribrado
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    ribrado polycounter lvl 17
    can targa be used? I used 16 the lowest for saving, there's 16, 24, 32 choices. I'm using 64 x 64 texture for everything. With targa I feel like my thing isn't as pixilated as most people.
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