Hi,
at the moment i´am working on my diploma thesis with the title:
Analysis and practical application of real-time process - 3D character creation and implementation exemplary for a real-time application with the help of the XNA - Frameworks in C # and M3G in Java.
I finished my design process and want to plan and start the modeling process. But i don´t really know what polycount is standart and possible for the applications(games) at the moment.
a) for XNA and C# Games
b) for Java and M3G Games (games for mobile phones)
at next the texture size for both.....
any help would be very helpful....
Thx
Replies
a) Yes, but how many polygons? (rsart.co.uk)
b) Low Poly Hardware Specs (on going) (polycount archives)
- Building of Basemesh in Maya
- Create (UVs) with Headous UV-Layout
- Detailing in Zbrush (Creating of Normalmaps)
- Painting of Textures with ZBrush
- Rigging and Animation with Maya
- Export for the Realtime-Engine.
The Polycount for Model in XNA should be around 15.000 Triangles and Texture Size of 1024 * 1024The Polycount for the M3G - Model around 1000-2000 Triangles ??? and a texture Size of 128 * 128
Do somebody know which texture maps could be used with M3G ?
However seeing as it is targeted at a mobile java platform, ala phones etc, you're going to want to keep the texture memory footprint down, so going with a limited palette format would be good. one's I know of are PCX, GIF, PNG. Look into development for the DS, and mobile phones for better specs.
and honestly 1-2k triangles might even be a bit much for a smartphone unless its all that is on screen.
For your PC version model.. like one of those articles says, polycount per character depends on what the overall game environment is, as well as how well the raw data is handled.
IE I can run Unreal Tournament 3 really well on my pc, 1440X900 with high settings, but I have to turn guitar hero down to minimums and it's still a bit choppy.
Just color textures or is it possible to use also specularmaps, bump maps ? I think normal maps are not supported at the moment.
Is it also possible to split up textures, for example the head and the body.Or is it better to use just one texture map for all, to keep the use of memory low.
And did you know if its possible:
Export the animations(Idle,Walkcycle,Runcycle etc..) in clipanimation and to split up the animations later in the application. In the Application the clips will be called when the user presses the defined button.
This is the way it is done in some XNA-Tutorials i read, but unfortunately for m3g there are less documentions or tutorials.
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http://developers.sun.com/mobility/apis/articles/3dgraphics/
.png's apparently are supported.
About the animation this should obviously answer my question:
the question is, if could be achieved like in xna:
Export the animations(Idle,Walkcycle,Runcycle etc..) in clipanimation and to split up the animations later in the application. In the Application the clips will be called when the user presses the defined button.
But unfortunately i found no tutorial or documentation about this.