Hi I have a few questions about modeling. Currently I'm doing some environment props and targeting a developer that makes Nintendo DS games. I have searched through some of the threads that have information on the DS specs. From these threads I decided to keep my props under 256 tris probably around 64 or less, of course it depends on how important they are. Buildings would probably be 128 to 256 tris. The textures I'm keeping 256 or less, 64. For scenes I'm keeping them at 2048 tris. Are these good numbers to follow for texture and poly limits? About how many textures should I use and do these need to be several tiling textures in one page?
I have shown potential employers solid air tight models and versions were I delete all hidden tris. I seem to always get mixed reactions, if they are solid they make the comment that I'm wasting polys or if I delete the hidden polys I get the comment about how the shadow casting needs solid meshes to work properly. Should I just have samples of both?
Thanks.
Alex
Replies
Alex
I'd say its alright to do entire scenes but show what kind of view you would have on the ds (under 2k).
And vertex light EVERYTHING! hehe. Makes the world go around i say.
-caseyjones
for showing off DS stuff to developers, one idea would be to do some mockup shots using a typical game camera angle, and count the triangles that the camera can see. Everything is backface culled, so your 100 tri building won't necessarily be contributing a full 100 tris to the 2048 tri limit for the screen. Adding that sort of info to your portfolio will show devs that you really understand your target platform
Alex
Models definitely don't need to be water tight. Delete anythign you won't ever see and use 1 bit (black and white)alpha planes instead of geometry wherever you possibly can.
Alex
I don't know how homebrewers deal with it. There's someone here on the forums that's working on a DS game - has flying aircraft and whatnot. Pretty swanky stuff. Can't remember his name though...
NNStga's are nintendo format based on the same compression methods as the .dds format. One of the options is 4x4 compression. Basically the best compression i've ever seen in my life. Any studio producing for the DS that isn't using it should be smacked upside the head. One of the better comparisons we did was with 512 textures. One was saved out as a 16 color 8 bit, and one was saved with 4x4. The 4x4 used 6 less kb and had over 300 colors. Just to give you an idea.
As for modeling, the suggestion we have is to always always always go as low as you can. For example some of our particle effects are done on single triangles as opposed to quads. The characters i just completed recently were 300-350 triangles and using 1 32x64 texture (full color). The limit of the number of characters we could have on screen was 3. Totalling (at the high end) 1050 triangles, excluding back face culling, but we never used that as an excuse to add more triangles. So for our environments we shot for having no more than 1000 triangles on the screen at once (exploring-ish game). Another set back from the DS is the number of pallettes that can be loaded. We left 12 for the menus, which i believe (not to sure) left us with 52 pallettes to work with. And in our case that ment only 52 textures can be loaded TOTAL (not to say some studio hasn't found a way to compress all their pallettes in a real nice fashion).
Also remember that there is ZERO filtering on the DS, so a lot of sumdged colors look way worse on the ds (like when you zoom out to 66.7% in photoshop). Takes playin.
Anyways, i think those are some pretty good guidelines to go by.
Good Luck. Post what you got and ill be sure to pipe up and critique you.
Alex
Buildings usually all share similar textures; ie. bricks, siding, etc. And then their colors are tweaked by vertex colors. Sharing palettes is tied to the nns, i don't know if anyone is doing this yet. So for now ill say no.
Hope that helps.
http://boards.polycount.net/showflat.php?Cat=0&Number=197803&an=0&page=0#Post197803
Thanks for all the help, it's made a real difference.
Alex
This'd probably be a good technique to show off for your reel.
(but yeah, there is not filtering, so painting a bit blurry in places would work.)
You can also use the vertex colors to add in shadows.
What was the format for getting transparencies in th DS again? where can I find the specs?
Scott