I was wondering if an engine could support tiling textures for buildings? Say you have a 60 story building using the same texture, could you repeat those in a engine? Or how would you do it? I know you can make some planes and snap them together but then that would raise the poly count. From what I have read, the psp can handle approx.5,000 polys per frame but I'm not sure what the DS can do. So if you wanted to make a free roam game and have multiple buildings (or city), how would you do that for handhelds. Any input would be awesome. Also, how do I setup my viewport within Maya to see what the actual pixel size on screen would look like? Thanks
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Low Poly Hardware Specs (on going)
PSP : set your render size (render scene > common > output size) to 480x272. Then in Render Scene > Renderer, uncheck "anti-aliasing" and check "filter maps" (anti-alising on psp depends on your engine, but it does texture filtering in hardware)
DS : set render size to 256x192, and uncheck filter maps as well as anti-aliasing
for both, also go to customize > preferences > rendering and uncheck "don't antialias against background"
light your scene simply using a couple of directional lights (i think it's a max of 4 on each platform, point lights don't exist), but smooth your models as you need to
for the correct screen proportions in the viewport, right click on the viewport name and select "show safe frame" when you've got your render output set to what you need it to be
...But it sucks Because Maya act like shit when working with huge objects/huge world...
Maya is set to work in cm (well, I'm belgian, I don't know how many feet it is), and the engine worked in meters... It was a racing game where we ride on very large distance. When we bypass something like 10.000 m (The spaceships were huge the track were huge too ) maya bug everytimes.. (v2008)