Hey all, Im fairly new too this (very low poly modeling) but could someone go threw a few things about the following subjects:
UV placement for small textures
Pixel art vs. painting for textures sizes 32x / 64x
Any hints or tips
Examples of work, UV placement etc.
any help would be very much appreciated.
Cheers
Replies
2) Pixel art, or be prepared to do a lot of clean up.
3) Too many to cover.
4) yup low poly thread.
More specific questions would be easier to answer. What you're asking is pretty general/generic and either easy to give a 2 word answer or 18 pages trying to explain it all. Most people won't write up 18 pages... I'm one that would, and I'm not.
im pretty much wanting 2 know more bout characters atm.
ill check out the low poly thread.
cheers
This might help.
http://lounge.ego-farms.com/
go to the completed series section.
Poop has some good tutorials as well.
www.poopinmymouth.com
Cholden tutorial, simple and to the point.
http://chrisholden.net/tutor/chmodel.htm
Alex
When working out the specs for a character for a DS game you'll need to consider the same factors as any other game - how big it'll be on screen, how many other objects are likely to be on screen etc. This is coevered in the "How many polygons in a piece of string" essay which someone will no doubt have the link for.
Now, DS has rather limited hardware. You've got a hard limit of 2048 tris for everything. The amount of texture memory you have to work will will vary considerably depending on your UI and all sorts of other things that chew it up. Generally the Poly limit is a bigger concern though.
So if you're just doing this for practice how many polys and how big a texture? I'd say a safe limit would be 250-300 polys and a texture size of either 64*128 or 128*128. If you can get away with less then do it. Be as efficient as possible. Always remember how small the DS screen is when you're modelling details. If it'll be less than a pixel width on screen its a waste of geometry.
You can also get away with some dubious things that you could never do on a regular console game. Segmented limbs (ie limbs that just sit on the surface of the model rather than being attached) will save you a few polys.
Its also really worth triangulating your mesh. With so few polys, you can get a lot of extra form for free just by folding quads in the right direction.
That about covers what I can think of at the moment. If you've got any specific questions, don't hesitiate to ask.
questions...
250- 300 polys? or tris?
hard limit 2048 tris for everything - as in for a stage/level? or as in a whole game?
cheerz
DS allows 2048 on screen at one time. You'd be in a bit of trouble if you were limited to 2048 for the entire gameworld.
example: if you have a sphere with 100 tris, actually just around 50 to 60 a rendered.
i should show you wat im working on atm.
cheers