Hi I was wondering if anyone could help me with this. I'm making some RTS models suitable for the psp for a school project. They have 128x128 textures using 16 colors 15 and 1 team color. This model is 315 triangles. Anyone have any good tips for improving model readability at long distances. This is the model at what could be full screen.
This is it at a general zoom level.
It's a bit blurry, is that down to the lack of colors or bad shading or texturing on my part. Texture filtering is on in max. Any tips about that or general critique would be great, please tell me if you cant see the images.
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Also you're going to want to make the team color sections a lot larger. You could try something like this:
Instead of using black as a second color, try using the team color. Aim for about 20% of the model being teamcolor.
Check this out.
Thanks for the paintover Ghostscape, I definitely could utilize team colors better. I saw your RTS vehicles, nice stuff.
Thanks for the link CMB I will check it out asap.
Here's another wip unit. I have the same contrast problem but ile nip it in the bud this time.
One suggestion could be to make the cockpit/intake area a secondary color on the jet, maybe black or even like a faded yellow.
Same thing with the tank...try making the center part of the tank a different color so that it breaks up the model as a whole.
You need to keep shapes and details readable at distance, and contrast will make the object stand out more from the backround, but not make it easier to read. It's still a noisy mess, a bunch of dark and bright pixels.
At that size, you'll want to lose smaller details, or make them softer so they only show up when zooming in (if that's an option).
Work with solid, clear colors and larger details. Shade the model in a cellshading or pixel game style ie. polygons facing up can be the brightest solid braun, faces at a 45 degree angle from there are a bit darker, 90 even darker and polygons ein angles facing down even darker.
A simple and clean shading following the large details and shapes will do wonders.
That will make the shape of the models as readable as possible.
I'm sure there's some pixel artists here that can help with basic shading techniques (for the diff angles etc) used in pixel games to get the best readability, and if not, tutorials on it should be easy to google up, if needed.
Thanks for the tips StrangeFate, I should really be looking at pixel art tutorials considering I am using limited palettes and that.
I think I will try working on a human unit next to see if I can improve that way.
If not, you could experiment with some hard edged shadow planes.
I am still working the other units but I have started making some humans. This guy is 250 triangles, the anatomy is a bit whack at the moment. Do I want to be using 100% self illumination or Vertex colors maybe that's causing the shading problem.
As for your textures I agree with Rooster's example.
Thanks Daz I have tried doing render to texture a few times but I get a lot of errors, ile look up a few more tutes and give it another go.
Here's what I did today. It's that previous dude but hopefully a little better. I need to make better hands I can barely draw fingers on em.