Michael Betke Posted March 9, 2012 Share Posted March 9, 2012 Hey, I'm going to convert some of my models to make them fit into mobile gaming. I will start with my rocksHD pack. Now I wonder what specs are best. I think around 512px for texture in .dds format and as low polycount as possible without affecting the visuals too much. Can iOS/Android read .dds or is it another format? I wasn't able to find good guidelines for doing game-art for mobile games. Quote Pure3d Visualizations Germany - digital essences AAA 3D Model Shop specialized on nature and environments Link to comment Share on other sites More sharing options...
Canardia Posted March 9, 2012 Share Posted March 9, 2012 LE3D uses its own .tex format, but it reads in .png and .dds (and some others) as far I know. I would make the textures with .png because then you have lossless compression. And like always, deliver the models in editable .blend format with 4096x4096 png textures, so the user can scale them down for his needs. Galaxy S2 has 1GB RAM, so you could as well use 1024x1024 textures. Of course not all textures are square, and for example Crysis uses also 2048x1024 textures. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Michael Betke Posted March 10, 2012 Author Share Posted March 10, 2012 Whats the .blend format? Quote Pure3d Visualizations Germany - digital essences AAA 3D Model Shop specialized on nature and environments Link to comment Share on other sites More sharing options...
Marleys Ghost Posted March 10, 2012 Share Posted March 10, 2012 Whats the .blend format? Blender isnt it? Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Michael Betke Posted March 10, 2012 Author Share Posted March 10, 2012 I see. Well I dont think I will support more than 5 file formats. It will be too much work then. Quote Pure3d Visualizations Germany - digital essences AAA 3D Model Shop specialized on nature and environments Link to comment Share on other sites More sharing options...
Josh Posted March 10, 2012 Share Posted March 10, 2012 Hey, I'm going to convert some of my models to make them fit into mobile gaming. I will start with my rocksHD pack. Now I wonder what specs are best. I think around 512px for texture in .dds format and as low polycount as possible without affecting the visuals too much. Can iOS/Android read .dds or is it another format? I wasn't able to find good guidelines for doing game-art for mobile games. Texture resolution is probably the biggest bottleneck. Poly count doesn't actually matter that much, if you write the renderer right. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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