Forums   Articles   Events
SEARCH:
LOGIN:
Register Register Register Contact Us
Go Back   Game Artist Forums > Challenges > Competition Archive > Competition #16
Register FAQForum Rules Members List Calendar Mark Forums Read
 
 
LinkBack Thread Tools Display Modes
Old 20-11-2008, 06:23 AM   #21 (permalink)
Industry Artist
Talon's Avatar
Winner of Speed Texturing Golden Star 
Talon's User Activity: 10/10
3,798 - 1,359
We're aiming for a sort of "generic" handheld spec. Somewhere between the DS, iPhone and PSP.

3000 isn't that much for an entire DS scene, depending on how it's modeled/rendered you could feasibly cull 1000 backfacing polys from 3000.
__________________
> My Portfolio
> Supporter of good crits.
Talon is offline  
Old 20-11-2008, 06:24 AM   #22 (permalink)
Senior Member
glynnsmith's Avatar
Winner of Speed Modeling Golden Star 
glynnsmith's User Activity: 10/10
2,547 - 869
Quote:
Originally Posted by [hP] View Post
3000 tris, and 512*512 tex for boss AND lair?! :O

That sounds a bitty silly guys, I'm sorry.

The restrictions definitely looks like for handhelds.
Working on 2 nintendo DS titles so far, I must say that 3000 polys is a very large poly count!
Think closer to the iPhone. Max tris onscreen = 7000, or thereabouts (depending on game engine, apparently).
__________________
Glynn Smith (Portfolio)
glynnsmith is offline  
Old 20-11-2008, 12:35 PM   #23 (permalink)
New Member
Blenderhead's Avatar
Blenderhead's User Activity: 0/10
56 - 3
Which means PSP would be even higher, if I'm not mistaken?

Great comp, excellent subject. Hope I can participate.
Blenderhead is offline  
Old 20-11-2008, 12:51 PM   #24 (permalink)
Industry Artist
Talon's Avatar
Winner of Speed Texturing Golden Star 
Talon's User Activity: 10/10
3,798 - 1,359
I think PSP can take about 12k+. Depends on what you're doing with it.
__________________
> My Portfolio
> Supporter of good crits.
Talon is offline  
Old 20-11-2008, 01:37 PM   #25 (permalink)
New Member
BritBrit's Avatar
BritBrit's User Activity: 0/10
25 - 1
This sounds like a great way to fill in the gaps of what I understand and don't about game art asset creation. Thanks for putting up such a beginner-esque friendly challenge! Though I'm sure it will have it's difficulties. Hmm beginner-esque...that's not a word, but you know what I mean ^.^
BritBrit is offline  
Old 20-11-2008, 01:40 PM   #26 (permalink)
Senior Member
glynnsmith's Avatar
Winner of Speed Modeling Golden Star 
glynnsmith's User Activity: 10/10
2,547 - 869
This is, by no means, a beginner or amatuer-targetted competition, but it should scale nicely depending where on the curve you are
__________________
Glynn Smith (Portfolio)
glynnsmith is offline  
Old 20-11-2008, 01:55 PM   #27 (permalink)
New Member
BritBrit's Avatar
BritBrit's User Activity: 0/10
25 - 1
Ah true indeed! Didn't mean to downplay anything. I only meant that with the rules you guys have set up, it takes you back to the fundamentals y'know? Like how using normal maps wasn't the end all be all as mentioned before. We'll have to think of other ways to get cool little details to stand out if we want them in there.
BritBrit is offline  
Old 20-11-2008, 01:57 PM   #28 (permalink)
Senior Member
glynnsmith's Avatar
Winner of Speed Modeling Golden Star 
glynnsmith's User Activity: 10/10
2,547 - 869
No offence taken dude

And yeah! That's the exact point of it, really - figuring out the best way to get detail and detail variation
__________________
Glynn Smith (Portfolio)
glynnsmith is offline  
Old 20-11-2008, 02:07 PM   #29 (permalink)
New Member
BritBrit's Avatar
BritBrit's User Activity: 0/10
25 - 1
Cool man

I've always been hesitant to participate in comps because I feel like I won't be able to figure everything out in time with all of the normal and specular and all kinds of other maps. But I'm really gonna try to finish this one! That holiday gap might be a bit of a problem though >.<
BritBrit is offline  
Old 20-11-2008, 02:18 PM   #30 (permalink)
New Member
Lord Ash's User Activity: 0/10
40 - 0
finally, something I may be able to do well at. pretty swamped with studies, but I got a chance to work on some stuff for a DS game over the summer. We were using vertex colors only on that, so this is a good chance to move into UV and texture work. now to think of a theme....
Lord Ash is offline  
 

Bookmarks
Digg del.icio.us StumbleUpon Google
Thread Tools
Display Modes




All times are GMT -5. The time now is 12:42 AM.


Powered by vBulletin® Version 3.7.0 Beta 4
Copyright ©2000 - 2012, Jelsoft Enterprises Ltd.
Content Relevant URLs by vBSEO 3.1.0
Copyright © 2006-2008 Game-Artist.Net