Blaz3d

Rapchik Killer

Well-known member
Jan 18, 2007
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Karachi, Pakistan
Thank you guys, yea we have some amazing stuff in the works right now.. Its going to take time before i can actually share anything but its going to be pretty kick ass thats all i can promise :)..

@SolidLink: Yea ofcourse we used other softwares, marmalade is an sdk with which we coded the game.. we didnt use zbrush because that is used for very high poly meshes, we used 3d studio max for modelling, photoshop for texturing, etc..

[MENTION=4999]Pleasant[/MENTION]: Well there is not exactly a safe poly count, it depends from item to item and the importance it has in the game.. but for mobile games, even the main character cant go over 1500-2000 polys.. and even allowing this amount of polycount requires effort.. Objects that are more or less for detail are usually kept between 50-200 polys tops..
 

Pleasant

Expert
Jul 19, 2008
15,304
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44
Dubai, UAE
well i have no idea about ur engine what it is capable off but zbrush has the ability to export in low poly count and use displacement maps to get the same feel at the time of render
 

Rapchik Killer

Well-known member
Jan 18, 2007
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Karachi, Pakistan
Yes but firstly what is low poly for zbrush is still too high poly for mobile games.. secondly working with low poly, zbrush doesn't provide enough control, like 3d studio max to modify per vertex details.. and either ways even if zbrush allowed it would be too much effort trying to make a 60 poly object in zbrush than in 3d studio max..


As for displacement maps, they are good for production work and at times for pc games as it reduces load on render time, but displacement maps are still too expensive to implement on mobile phones..


We are using zbrush and mudbox in our pipeline for our current game to export normals, speculars and ao.. but thats about it.. even normals and speculars cant be implemented for all objects except the main characters as even they are pretty expensive to render on mobile phones..
 

Pleasant

Expert
Jul 19, 2008
15,304
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Dubai, UAE
so u are pretty restricted with cellphone limitation
But what i have seen in pc gaming they even dont use displacement mapping they way it should now every one has moved to dx 11 cards games still dont still utilize it to full potential who utilizes it doesnt optimizes well
 

NighteySenpai

Girouded!
Mar 13, 2010
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alwaysrandomposts.blogspot.com
I have a question, why are you only focusing on Mobile games? I mean I understand that Some Games are not suitable on PC however you could port the game to PC too and add native controller integration into it, no? I mean with portals such as Desura,Steam etc around you should be able to do well especially if your game's quality. Also Have you tried submitting your game to reviews sites such as TouchArcade,148Apps,Joystiq etc? They could help you get publicity.
 

Rapchik Killer

Well-known member
Jan 18, 2007
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Karachi, Pakistan
[MENTION=4999]Pleasant[/MENTION]: Well displacement mapping has really nice results specially when combining it with tessellation, but is still pretty expensive to do, even on the pc.. and yeah its not well utilized imo because no one really focuses on pc games, mainly consoles.. so most of the visuals in todays games are still a generation old imo, and would really amp up with the new generation of consoles..

[MENTION=22318]NighteySenpai[/MENTION]: Well making pc games is not a one man job, it requires a team as it has a lot of added amount of complexity.. releasing on pc is not a problem at all, its just that its not worth the effort.. you wont play a mobile game on pc, for pc it would require much better visuals, more complex game-play elements and basically a lot of added detail.. this requires a lot of effort, which firstly requires a large team, and secondly is risky specially considering the state of the pc market.. we have plans to go on consoles, specially with xbla, psn, wii-ware or on other handhelds and if we do so we might even do a steam release, but all that is a bit further down the timeline for us.. right now need to focus on mobile games and create quality content.. as for marketting, yea we did a bit of marketing and before we went with full force on marketing we got a publisher which did a lot of effort themselves, which has quite helped us out..
 

Pleasant

Expert
Jul 19, 2008
15,304
13
44
Dubai, UAE
exactly there are dx11 cards there and they aint being used at full potential , console is the main culprit as the games are optimized to run on those
What i see the meshes are the same at pc/console
They usually drop the texture size on console and drops few post effects
 
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