Hi guys I had some questions about texturing a vehicle to Nintendo DS specs. Does the DS support reflections on car materials from an environment map or a reflection map? Would an artist just basically paint in some static highlights or reflections into the diffuse map for this type of texture. Some info that might help is the limit of a single 256x256 texture or splitting up into smaller textures not to exceed 256 pixels. One last question...and I know this might not be common..but does anyone know where I could see examples of texture sheets for the Nintendo DS as an example or for reference?
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The DS can handle textures up to 1024x1024. Your limit is going to be memory, rather than texture resolution: All of a scene's textures need to fit within about 512k of RAM.
attached are two examples of nanostray1 textures...one organic and one technical
I dunno whether I'd be allowed to show off any examples of textures. I'll check with the boss-man and get back to you.
I used a powervr GPU in a Dell Axim pda. It was very powerful. It even had a dot-product operation so it could render normal maps!
i'm not that much into tech details, but i think i heard something about modulation when the engine coder talked. basically i can use a normal envball to lighten the object/ fake reflections...then we have a blinn shader for realtime highlights.
we use this trick to fake environment reflections. here is an example with a real soft envmap from nanostray 2. unfortunately it just looks cool when the stuff moves.(just think of terminator 2, with the fluid metal terminator...)
Heck, the iPhone even supports GL_ARB_TEXTURE_ENV_DOT3. So it can do normal mapping but can't do a simple additive blend? That seems weird to me.
At the least you can do two-pass additive with glBlendFunc(GL_ONE,GL_ONE), right?
@Fade1: That screenshot looks very nice! What's the game? If it's available I'll pick up a copy.
you might try nearest neighbor option. you have to rework some details, but it stays as crisp as it can stay. or the standard way, with downsampling, then a sharpen filter and use your fade option to see what works best..
On reflection mapping:
http://payk.drunkencoders.com/Pages/Projects.html
Not the bests textures in the world, just an example of how much detail you can put into tiny textures.
m1 abrams 64 x64
http://apsentertainment.com/previews/m1_ds13.jpg
p51 mustang 64x64
http://apsentertainment.com/previews/p51_m04.jpg
If you posted a shot of what you've got so far, it'd make it easier to make suggestions.