This is a follow up to the thread I started in the 2D and 3D discussion thread. Thanks for all the good information everyone has provided, it's been very helpful and motivating.
Hi I'm currently targeting a company that is developing Nintendo DS games and this is what I'm making to show them. It's an M1 abrams, and it's made up of 159 tris. The texture is going to be at 64 x 64, although I am currently placing details on it at 256 x 256 since I found it to hard to understand the wireframe at 64x64. I hope to have this done by Friday with an environment to go with it. I'm thinking I'm going to place it in the middle of city in the desert. I'm wondering if my UV layout is good enough. This is very WIP. I'm painting this so it only has 16 colors as well. Let me know what you think. Any information you have on developing for the DS would be great. Thanks.
Alex
Photoshop file setup:
Replies
maybe try concentrating on using colours and shade to define your overall shapes, rather than diving straight into the little details ... so you're contrasting areas like where the turret meets the body, also things like painting the track area to be a deeper shade of brown (ie, dirtier). When you've got these down, zoom out to DS screen res, rotate and rotate again, see how it defines itself against a few different backgrounds. If it looks solid, detailed and tank-like, that could well be enough. Noodling further could screw it
ontop of that id suggest working at true res befor detailing, as most of the detail done will disapear when down-resing. to compensate for an un-undestandable mesh, block and fade paint in the main shapes at 256* then bring down to true res.
id actually suggest a 128* or 128x64.
also id simplify your mesh. the thing on the turret could just be a cuboid, without losing any silohete, rendering out various views with a plain black material at 256x192 (ds res) will help you iron out the mesh.
as for the UVs, working at real low res with mechanical stuff it is really esential to lay your uvs out corectly. here are two tips for max use.
1- lay everything out so that the pixels are perpendicular with any detail you might want (ie mechanical detailing is generally horizontal and vertical paneling, lay all uvs so that you can draw lines with a single pixel thick line)
i noticed that a few of yours have promintent diagonal lines, try to avoid these, but also be aware of texture stretching
2- ds has no filteringso uvs can be snapped right next to each other along the edge between two pixels, that way you can get the most out of your pixels.
i usually quickly lay out my ds stuff then as im painting the map i edit them to get the most out of them.
remember the most powerfull tool in PS is the pencil
look forward to seeing more
Shepeiro and Danr, started to notice a lot of what are telling me to watch out for. Shepeiro are you saying to texture the tank at 128 x 128? I was thinking of texturing it with two 64 x 64, but decided to finish it with one 64 x64 to see if I can do it. Thanks for all the feedback.
Alex
Texture at 128x128
DS size preview attempt.
Rendered a gif to test for flickering. Antialiasing and all filters are turned off.
Just remember when assets are this small and especially on this small of a screen everything has to be bold and simplified so that it holds up well and is readable.
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tanks looking alot lot better, i only suggested 128 because it is possible for main character style objects, my porco stuff used 1 x 128*, 1 x 128x64 and 1 x 64* for each plane, but then they fill most of the screen, if your planning on this sort of scale then 64* is fine
keep up teh good work, its nice to see DS stuff
Alex
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The human base looks ok, but i think you can shave a number of tris in a few places. Unless you need wide feet, you can collapse the front edge of the feet. You might also want to get rid of the neck; either have the head continue straight into the torso, or just have the head as an intersecting mesh. You might also be able to collapse the bottom middle edge of the ass.
Silhouette-wise it's looking good, though I would scale down the edge defining the back of the knee, as well as the back of the feet, which would give the legs a nicer silhouette from the front. Very much liking the side profile silhouette, though.