Hey guys,
Don't really want to clog up the lowpoly thread with my WIPs, so thought I'd make my own thread for some feedback.
I'm working on a low poly handheld environment for the DS for a university assignment. The theme is 'superheroes' so I'm doing a villain's volcano rocket base lair! It's sort of inspired by the SPECTRE base in some of the Bond films.
This is the piece as of yesterday.
I was happy with the style, but it wasn't particularly optimized for DS spec, so I've decided to re-do the entire scene from scratch, paying close attention to texture sizes and using more vertex colouring to texture this scene.
I'm aiming for around 1,000 tris for the entire scene, and I'm taking on a few people's feedback from the lowpoly thread in that I should be aiming for 16/32* tileable maps and using floating geo for trims.
Here's an update on the floor texture, currently using a mirrored, 8x8 metal trim texture, and a tileable, 8x8 metal floor texture.
I don't know whether it's worth mirroring, by making the trim texture 16x16 I'm not particularly adding a lot of texture memory. What do you guys think?
Replies
What I would also try is pulling up the outermost vertices and pulling in the innermost vertices, to create the appearance of the bar floating and/or having actual thickness.
Does the grating use alpha transparency? It could look cool, but you'd have to spend a pinch of triangles on some geometry underneath.
I hope you'll be posting the textures as you go along to each and every piece for me save in the folders
Be sure to bombard this thread with pictures and pictures and pictures as you go along !
The grating doesn't use transparency, but it could very easily do. I'll see how it looks and I might add it later on.
Thanks Acumen, I'll be sure to post as I'm going!
I really like the rocket.
Edit - Ummm, don't know why I didn't crop that image. Sorry! Heh.
I haven't really looked at many Nintendo DS environments as I can't find any on the internet, I can just find handheld environments. Does anybody know of any good examples? I loved ScubaSteve's Goldeneye stuff but he had to take it off!
Here's an update from tonight. I really need to re-do that rocket and fill this scene out some more.
And here are my textures, all using tileable 16x16 maps except the world map which is on a 64x32 map as it is a unique texture.
My current issue is that it looks rather bland and boring, but I'm constantly worrying about tri counts and I'm not sure what to aim for! Could I add a lot more props and stuff in this scene to populate it? The DS is a struggle to design for!
This is rescaled to roughly DS resolution - you'll definitely want a larger texture for the rocks. Perhaps it's a good idea to have a single viewport resized to approximately 256x192, with the VP rendering set to mimic the DS.
What I meant about moving the vertices, is to make the floating trims actually float a bit - have them intersect slightly higher in the rings, to add a bit of silhouette instead of just looking like part of the texture.
As for reference:
FF Crystal Chronicles appears to use 64x64 for the floor tiles, which are rendered considerably smaller than your rocks.
Scuba, how many textures and at what sizes were loaded simultaneously, approximately? Also - any news on the goldeneye images?
As for the images I got them cleared with legal. They just don't want me posting it up on any public forums. I have no idea why? Because there is no ds screens out there like those. So with that said you can take a look at my site. Just don't post them anywhere else or i will have to take them down again.
For the floor, you mean moir
The rocket texture is a little skewed at the moment, as the texture itself is square. Anything I can do to alter the 'skewing'? Or will I have to changed the texture shape?
One thing you can definitely do to improve this is to bake ambient occlusion to vertex colors. Maybe even better, you can go and add gradients by hand. Radiosity alone probably won't give stellar results because you don't have enough tris.
I worked on a similar scene as this while @ Ubisoft (you can see it on my portfolio) and I used a radiosity setup + hand-painted AO on another layer for the lighting. It worked pretty well!
Snader: I envy you!! Your goldeneye levels are exactly what I thought I'd work on @ Ubi but unfortunately never had the chance
be carefull not to add too many polies simplify the shadow nicely
also double the res of that rock and maybe add a touchmore depth to them towards the bottom
http://www.urgaffel.com/tutorials/vptut/index.html
http://docs.autodesk.com/3DSMAX/12/ENU/3ds%20Max%202010%20Tutorials/files/WSf742dab04106313373c293b3112a19e3d72-7fdc.htm
http://www.scriptspot.com/3ds-max/scripts/vertex-color-tools-0
Follow the first tutorial to understand the technique.
What i usually do when working with vertex colors and radiosity is to use a very dark Skylight (this will result in ambient light information AND AO information) + add light sources (point usually looks better than spot).
A direct light works too if your mesh has enough density. But cutting the shadows by hand like Shepeiro said gives better results.
Check this out:
http://www.thiagoklafke.com/images/thiagoklafke_kirsten2_ingame.jpg
The evironment in the top uses radiosity, the environments in the bottom use "hand-painted AO".
As a base it's really good, imo. Now I'm interested to see what your next steps will be !
edit: I'm not artist whatsoever, I'm just bored
Also, Mino, thanks for the lighting tips. I'm going to explore baking some lighting information to vertex colour in a bit.
I can hide the floating geometry and it bakes ok, but then the floating geometry does not have radiosity baked. Is there a way to bake radiosity in layers? Failing that I'm going to have to hand paint the vertex lighting on the floating geo.
Also, I can't get far attenuation to work! No matter how I set it up, it doesn't affect my lighting in the slightest. Any idea what's going on?
attenuation will be working but maybe your exposure controls are nuts... otherwise for more real but harder to control use photometric lights or advanced material overides on some polies that you use as emmisive surfaces
I've added more props around the level, and I've made a new handpainted rock texture (64x64 for extra detail)
this is how i would of made the textures for ds style. On the light you can cut it into 4ths and then you can make that texture larger giving you more detail. You have to pick and choose your battles. Every little saving in your textures the more you can use. Overall looks good. For me id like to see a little change in the light from room to room. It will help a player to identify other areas(like your hallway) but that is just me.