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
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