For DS it's 2000 triangles on screen MAX! If you go one over, it won't draw it. For textures 2x 64^2 should be enough. For PSP you're looking at almost 20,000 triangles. Don't know the texture specs on the psp though. Probably something silly though because it's sony.
Eclipse/ThatDon> Does your graphic card support shader model 2? (Geforce 5 or higher//ATI x300 or higher (I love this page)) Otherwise, I don't know... Slaught > yeah For the next version, I'll create another Topic to stop my flood here
@Bnopnia, If it's not too late have you tried looking at Sonic's model in Sonic Adventure 2? Not something to copy (obviously) but it should serve as a nice reference for what a low poly Sonic should look like. Also, does your Sonic have a tail? It's kind of hard to see.
Learning some 3d, so I did a fun project. Lessons learned: 1. Clean the model, and check triangulation! 2. When unwrapping check for texture stretching from time to time! 3. When texturing, have an "imaginary" light source to not get "flat" looking textures.
Haha Thanks Shudrum and MurDocINC ^^ It's sitting at 1051 Tris right now. They are individual but i liked the overlapping feeling you get, and they're only about 2-3 polys each haha The texture is 512 x 512 right now, but i'll make it 256 in the end. Cheers
oh man this is awesome Someone has to rig and animate these then trow them into an old engine like quake 2. Team Fortress for ancient PCs lol Sry, I don't own any handhelds hehe. Great stuff guys, now make some ultra low poly maps
thanks. thanks. i worked at 512, then shrank, probably bad idea. I did asdd 2 verts on face near the end, but yeah, I should probably drop a few more polys there. I still haven't tried the mirror uvs at the tex edge yet, gotta learn that.
Thanks you guys! I used the DoW 2 body proportions they look very brutal!! and there is a difference between textures because I used an old Spacemarine model from DoW1 ( Reused the helmet and the backpack) that I modeled,So I just need to adjust the saturation This is my old model
I think it's a camera trick. There's a polygon mesh inside that is always facing the camera. Think Super Mario 64. The trees were 2d billboards but because they were always facing the camera, you could never tell. Or maybe he combined 2 gifs in photoshop and simply masked out the windows.
Hello ^^ New things very lowpoly 2*128 PixelTexturen Mesh with 616 Polys und 448 Vertices What do you think about it ? Small Update Polys=194, Vertices=360 WireFrame= http://www.blitzforum.de/upload/file.php?id=4122 Mit Freundlichen Grüßen Polska-Fighter