Hey guys.
Here is my little psp car with podium for it.
The car use 256x256 texture and is 1300 tri's. Podium was build from total texture space of 2x256x256.
The ground model was made from 2x128x128 textures combined together with vertex color map. Podium polycount is about 700 tri's.
In general it was my first attempt to create handheld 3d model. Thanks for comments!
Replies
looks good!
The car texture was painted manually the most. But for the environment textures i used stuff from cgtextures
Yes sure i'm aware then everything should be in triangles. I still not planed to put anywhere this game model, and the wheels was made like this for easier UVW work.
Your texture maps still seem "big". On ps2 the optimum size for a texture is 128² (if using 16colours), actually the size of the texture cache (8kb). I heard - but I might be wrong - that on psp this is not a recommendation anymore, but an obligation. This means that if you succeed getting your texture down to 4bits, it would still be 4 time too big, 8 time if you're using 256 colours.
Splitting textures as you did on the ground is the solution I think
Neat work on these tough
Hm, i had a friend who worked on planes model for PSP title.
They used similar specs to mine. But you can be right, i thought of splitting it 2 ways for 2x256x128. But ended up for using full 256 texture. Well anyway i created this model just for fun, not for any project, so i guess i still can call it psp model hehe.
The wheels are far too wide and throws off the realism some. The car is your own design by the looks of it, though if you look at the pajeros, vitaras, lada nivas, and land cruisers of the same era, many of them have quite slender tires.
Also the front grill looks a bit naff, like I am not really sure what it is representing? Plastic? A radiator?
I won't harass you over the bonnet top vents :P
Lastly the rear window trims look very beveled to me. That is an utter waste of time for handheld stuff at low res. I guarantee that would be barely visible and is not adding much.
I once had to do a corvette C5-R in 1500tris for PS2. The only way it was really possible was by using massive amounts of alpha all over it, though this is generally a far more difficult way to go, I think employing a similar method here would save a banana load of tris. Either that or you could embellish the vehicle with all sorts of goodies like snorkels and jacks for the same polycount.
The car design is not mine, and i tried to come close to reference. This is original car:
Indeed the rubber on windows could be made on texture itself, it was my mistake from a start, but i thought of giving it a try. I wanted to keep everything pretty much in solid mesh, and use alphas for windows. Well anyway it was my first try to create something for handheld model :P If will do something again will use different ways.
The window wiper motors must get really hot in these cars, to need ventilation on the bonnet :P Even though by the looks, it has no wipers.
Also in this pic it is clear what I was saying about the wheels.
Lastly yeah I only added that info about the alpha techiniques FYI. If you ever do these types of models commercially then you will most definately have to make smart use of alpha. Assuming your co. is worth their weight in jellybeans
are you creating a psp game ?