Hi guys I had some questions about texturing a vehicle to Nintendo DS specs. Does the DS support reflections on car materials from an environment map or a reflection map? Would an artist just basically paint in some static highlights or reflections into the diffuse map for this type of texture. Some info that might help is…
i'm not that much into tech details, but i think i heard something about modulation when the engine coder talked. basically i can use a normal envball to lighten the object/ fake reflections...then we have a blinn shader for realtime highlights. we use this trick to fake environment reflections. here is an example with a…
Polynurb just paint it at the actual res or don't go higher than 512 x512 if you plan on bringing it down. Photoshop also has an option to resample an image using bicubic sharper in the image size menu. I think the default is bicubic. You might as well and take a look at how all those options work to see how you like them…
we here at shin'en have reflection mapping in our engine. it's a "hack" so you need your programmers to implement this as a feature. i wouldn't recommend thinking in higher then 256*256 texture sheets(=64k). you have to squeeze eveerything in your 512k budget, including fonts, hud, etc.. and if you use both screens for 3d…
256*256 is enormous. You'll be severely limiting what you can have in your environment and elsewhere if you go using textures that large. 128*128 is generally workable for characters and vehicles and so-forth, though you're better to opt for lower than that if you can get away with it. Be as efficient as you possibly can…