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Mobile Developers Forum : Mobile 3D for Artists : W€ll, I'll Start it off... Q&A
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GamesterArt
Advanced Poster
135 Posts
41 Products
W€ll, I'll Start it off... Q&A
Posted 02-Dec-2004 7:02 PM

As an Artist, I would love to help out in this area. But what restrictions should we hold our self to? Each phone is different, with the memory restrictions of them and how efficient is the game engine? What rez are most Phone screens? I'd love to get some developers build guild lines for there project for a place to start. :)
bgaffney
Poster
37 Posts
RE: Well, I'll Start it off... Q&A
Posted 03-Dec-2004 9:11 PM

Each phone is different and for true 3D, the number of phones worldwide capable of supporting these formats in real-time is small (<50 million) today. But this time next year I expect this number to be 3X this number.

Nokia 6600, 7650, Motorolla T720i and others are great phones to build for. Below is a sampling of screen sizes and supported file sizes.

It all comes down to the 3D engine and what it is capable for. Search this forum and you will find much data from Nokia, Hybrid and others. But the table below is there to present you an idea of the "stage" you can design around for Mobile 3D. The future is coming and the idea here is to be one of the early pioneers. Welcome to Turbo Squid.

Image Size (W by H)        Color        Max Filesize
120x133        256 color        <15k
101x80        256 color        <2.8k
96x65        32 color        <5k
128x128        64 color        <45k
176x132        128 color        <100k
132x176        256 color        <20k
128x160        256 color        <15k
208x144        256 color        42k
120x160        256 color        <15k
240x320        256 color        < 35k
176x220        16 bit, 65k        15k
216x162        65k        20k
96x64        grayscale, 4 color        
                
Image Size (W by H)        Color        Max Filesize
120x133        256 color        <15K
101x80        256 color        <50k
96x65        32 color        <45k
128x128        64 color        <45k
176x132        128 color        <100K   
132x176        256 color        <50k
128x160        256 color        <15K
208 x 144         256 color        210k
                
                
176x220        16 bit, 65k        90k
216x162        65k        20k
                
                
Image Size (W by H)        Color        Max Filesize
132x144                
132x144                

Jouni_Mannonen
Moderator
4 Posts
RE: W€ll, I'll Start it off... Q&A
Posted 04-Dec-2004 12:36 AM

Unfortunately, each phone is still quite different in this area of new technology. Still, expect most of them to be close to Series 60 screen resolution (176x208) right now.

As an artist you should try help keep the memory requirements small by minimizing both the number and size of textures. Even if you want different surface textures in a single object, it can be good idea to combine the textures into a single image and using MAX's UV wrapping to essentially craft the object from a single material.

Most artists will be frustrated by this, but 32x32 or 64x64 is good size for a texture on these tiny screens. Anything like 256x256 is probably overkill.

While there will surely be good ways to do multitexturing etc. in the future, the current conversion tools are unlikely to handle much more than texture, vertex color, alpha and lighting parameters. Try to get your models looking good in the M3G preview, and they will look the same in your game. Good texturing and good use of low polygon counts are key here. :)


Cheers,

Jouni

craig healey
New Poster
1 Post
thanks
Posted 07-Aug-2005 7:35 PM
Modified by craig healey On 07-Aug-2005  7:41 PM

thanks for info

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