Hi All,
I am currently in an game art team that is moving from DS titles to Wii and I wondered if anyone could give me any information on the technical limtations of Wii game art?
Firstly, what are the optimal texture sizes and poly counts for a Wii game character ( bearing in mind there could be up to 8 characters displayed on screen at one time) ?
Secondly does anyone know how many in view polys the Wii can cope with? I have heard the Wii is similar to the game cube in that repspect, but some actual figures would really help me.
Lastly, can the Wii cope with normal maps?
You help would be greatly appreciated
Thanks,
simon
Replies
http://boards.polycount.net/showthread.php?t=57900
Anyway, there's an engine for Wii that has all the Triple A stuff, I don't know the name, but if you go to gametrailers you'll find it and have a look to The Conduit game as well that has normal map, I suppose software emulated.
You can give a look here: http://www.conceptart.org/forums/showthread.php?t=120115&highlight=metroid+level
and maybe you could ask to that artist who worked on levels of Metroid.
this is hard to say, as many factors count for your frame rate. i think around 50k vertices is no problem for a engine i know. your scenes shouldn't exceed 100k vertices by too much. i don't know what happens if you stream your environments though... just world space normals or emboss. of course you need an engine too support all the features...
Thanks guys, some really handy info there...
When you talk of 1500 polys, does that mean quads or tris or does it not matter?
Thanks again,
Simon
for what in specific? the whole game , a room, a char, a prop? on screen i don't think they will exceed 50k vertices often....notice that you will never see all of them, as stuff gets culled not directly at screen bounderies.