So we are working on a test scene for an iPhone game and we had some questions having never built a level for the iPhone before.
1.How should we go about breaking things up modularly so that we can use them in other scenes
2.Any recommendations for texturing a scene such as this, the style of the game will be very cartoony/stylized in its visuals
3.Should we go with a higher poly count, should the poly affect the texturing of the main map areas?
4.How would we go about using tiling textures on this.
Images below, if you need to see anything specific we will happily share the images. Our goal in this is to build this scene up, walls, stairs, ceiling, floors, in the most efficient manner, using as few polys as possible, and then adding detail/style with some filler models, and well done textures.
Thanks a ton to anyone with some insight, look forward to showing you the scene as we progress it.
Replies
Just take what you have and slap it into unity or what you are using. If the game hangs or freezes you know you did something wrong. In that case you would perhaps reduce the polycount, devide the model into sections and or use prefabs (sliced reuesable model pieces - like lego).
From an artistic point of view it could be however way different:
The game runs smoothly (no technical problems) but the visuals look shit compared to other games. So what do you do? - maybe raise the polygon detail and add more crispy and unique textures.
This all depends on your own point of view - there is no absolute guideline for a perfect iPhone game.
Obviously you are nervous and so you ask others:
To me it looks fine for now- but then again you haven't really progressed:
- add UV
- make some textures (maybe combine several into one using a texture atlas)
- test it several times in the engine to see if you did something wrong from a technical perspective like scale, polycount, texture size,....