Jump to content

Mobile Development Specs


Michael Betke
 Share

Recommended Posts

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. :)

Pure3d Visualizations Germany - digital essences

AAA 3D Model Shop specialized on nature and environments

Link to comment
Share on other sites

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.

Ryzen 9 RX 6800M ■ 16GB XF8 Windows 11 ■
Ultra ■ LE 2.53DWS 5.6  Reaper ■ C/C++ C# ■ Fortran 2008 ■ Story ■
■ Homepage: https://canardia.com ■

Link to comment
Share on other sites

Whats the .blend format?

 

Blender isnt it?

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

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. ;)

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

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...