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Old 11-20-2008, 06:23 AM   #21 (permalink)
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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.
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Old 11-20-2008, 06:24 AM   #22 (permalink)
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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).
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Old 11-20-2008, 12:35 PM   #23 (permalink)
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Which means PSP would be even higher, if I'm not mistaken?

Great comp, excellent subject. Hope I can participate.
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Old 11-20-2008, 12:51 PM   #24 (permalink)
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I think PSP can take about 12k+. Depends on what you're doing with it.
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Old 11-20-2008, 01:37 PM   #25 (permalink)
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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 ^.^
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Old 11-20-2008, 01:40 PM   #26 (permalink)
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This is, by no means, a beginner or amatuer-targetted competition, but it should scale nicely depending where on the curve you are
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Old 11-20-2008, 01:55 PM   #27 (permalink)
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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.
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Old 11-20-2008, 01:57 PM   #28 (permalink)
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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
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Old 11-20-2008, 02:07 PM   #29 (permalink)
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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 >.<
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Old 11-20-2008, 02:18 PM   #30 (permalink)
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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....
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