What is a good way to approach painting textures for the DS? do you paint them at a higher res then shrink them down, or do paint them at the intended resolution? I was hearing around the office that you can only have 256 colors for the DS, how do you go about making sure you are utilizing all 256 colors well? Anyone that is vary familar with DS texture work care to give some advice? I am not so good at geting good results with very low texture sizes. I would definetly like to become stronger in this area.
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You don't -have- to use 256 colour textures as such - the DS will display true colour textures. Like the resolution though, unless you really need a very smooth gradient, you'll get away with 256 colour, and a lot of the time, a 16 colour texture. The DS has limited texture memory and space on the cartridge, so anywhere you can afford to cut down the size or colour depth will be helpful.
For making 256 colour textures, simply paint them in millions-of-colours as you normally would and then drop them to 8 bit indexed colour, or 4 bit for 16 colour. You'll probably need to muck around with the setting a bit to get the best result if you're going with 4 bit - which of the adaptive palettes you want to use and whether you need to use one of the dithering types (in most cases I leave his turned off)
and don't think about the 256colors. just sample them down when you're done. sometimes it's good to split your texture sheets up, when you have a lot of different colors in them. so put the reds on one sheet and the blue/greys on another. then you have the option to even drop them to 16 colors(just 1/4 texture memory...)
If you're making a HUGE texture scaling down is not a bad (although I don't like it personally) but for anything 256 and under you definitely don't want to be scaling things down.
It all comes down to just picking an eye of what works
just stick max in to software mode, do renders at DS resolution and you'll see what I mean
Alex