Heya dude right, before you do any more modelling, take a render of your dude at 480x272 with him at the size you'd expect to see him- that is the resolution of the PSP Also, just because the PSP is a handheld, it doesn't mean you have to be tight with your polycounts- you could easily get away with a 1500 tris character…
At once place I worked the coders decided to shrink the textures without telling us. They played with shrinking, played with bit depth. "What have you done to the textures?" nothing... "You have...look..banding everywhere!" I can't see any banding... "Look, you've bloody done something!" Turns out they were downsampling to…
Putting any HDR bitmaps into a game is not applicable yet as they are 32bit images so you eat up the texture ram quick. Emitting light from a texture can be done with a 4bit image no need for HDR and reflections as well. The only reason to use an HDR image for either is you get way more levels of intensity, so you still…
I read his 4bit-texturing tutorial twice. I have made a pallete with 16 colors though even trying to sacrifice between colors is difficult in this case as there are numerous colors incorporated into the design I am requested to create. I have a choice of either creating it with 16 colors or somewhere inbetween 16-256. I…
Just saw waltz with bashir this weekend- at tad dry here and there but a pretty solid flick. tropical toxic is SUCH a bad ass illustrator [ame] http://www.youtube.com/watch?v=4BuVyMa_-ms[/ame]
Depends on the game I am working on, but right now I work at 4 times the final resolution, so I work at 1024x512 and scale down to 512x256, then sharpen the texture 100% and the difference between the scaled down version is not noticeable at all in game. It depends on the art I think, last year on SSX3 we painted all the…
On the game I am currently working on we save 32bit .tga with alpha channel included these get converted to 8bit colour in the pipe, or 4bit if you want. I'm an environment artist though not a character artist so I could imagine the process would be quite different depending on your render engine and what pipe makes sense…