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Old 08-08-2006, 09:07 PM   #1 (permalink)
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DS Spec Island Rally

This is for the latest Polycount Challenge. I'm doing a driving game for DS set on an island. Thanks to Telekinetic Frog for some prop DS spec info. I reckon this technically counts as level, vehicle and props as far as the prefix goes.

The scene itself is less than 900 triangles and just short of 3x128x128 total (no individual texture is larger than a 64x64. The car alone is 248 triangle and a 64x64 texture.

This render is DS screen resolution.


The lighting is temp for now. And here's a MAX viewport image:


Still plenty of work to do, more on this soon...
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Old 08-08-2006, 10:23 PM   #2 (permalink)
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Looks great Chris. One thing that does help tons I've found with DS rez textures is throwing a sharpen filter on them in photoshop then going to Edit and using fade sharpen to about 40-60% depending on the texture complexity. I know it's a pretty common thing to do and it seems to help. For others trying to emulate DS specs with renders (this being for Max users mainly)...go into render settings and set the render to cook variable and a filter size of 1.0, also make sure anti aliasing is checked and filter maps is unchecked. Render out at a screen size of 256 x 192 and you should have yourself a render that closely emulates what you'd expect to see on a DS screen. Another thing is that most DS games use no dynamic lighting so it's best to go in and prelight your scene / models with vertex colors to emulate lighting. You really can get some great looking stuff on the DS if you just try. I'll post some shots of some non studio projects soon to show some methods to the madness that is DS development. Chris you should post up your "Metroid" style stuff for DS too.
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Old 08-08-2006, 11:14 PM   #3 (permalink)
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Right on TF. I have yet to Sharpen the textures at all (something I usually do). I'll hit that up before finalizing them. Friend of mnie questioned the scale of the car versus the scene. I'll have a look at that too.


Here's the Metroid Prime Hunters inspired env you were asking for:

textures:
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Old 09-08-2006, 01:22 AM   #4 (permalink)
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Some very nice work there Chris, textures are solid on both instances too! Look forward to seeing more
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Old 09-08-2006, 04:55 AM   #5 (permalink)
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Hey that's cool. You can still identify the subaru impreza 2005 ^^. The tech level looks also great. Want to see more.
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Old 09-08-2006, 08:20 AM   #6 (permalink)
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Great work! I'm always wondering what can be done with such a small texture size. The scifi level looks very detailed.

Looking forward to see some more.
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Old 10-08-2006, 06:00 AM   #7 (permalink)
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wow very nice ! i love it! i just started trying to get into this type of work myself got any tips
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Old 10-08-2006, 10:05 AM   #8 (permalink)
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Very cool work, inspiring , I might give low res level design a go myself.
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Old 10-08-2006, 09:51 PM   #9 (permalink)
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nice chris! that metroid prime level reminds me of a quake3 level
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Old 13-08-2006, 06:09 PM   #10 (permalink)
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Final Submission to the Polycount Challenge.

Total scene 623 triangles. Textures 2x128x128 (environment) and 1x64x64 (car).

DS screen resolution (final render)


Max viewport with wireframe


Textures
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