View Full Version : PSP Spec Nokia 8100

12 December 2007, 05:35 PM
Hello everyone, I was thinking about the matrix this morning and decided to model the Nokia phone. I have been trying to model around PSP specs lately so let me know what you think. 93 poly's. Thanks

model (

texture map (

12 December 2007, 05:45 PM
Not bad at all man. 2 Suggestions if i might add;

The texture all though low res still looks a little too faded. Try setting either the contrast/brightness settings up and down, play with it to get the whites whiter and greys darker.

There are some places that you can remove polys around the tip of the antenna, that would not be noticeable on a PSP, and Collapse the two middle segments, you dont need 3 subdivisions along the phone, it could easily look the same with only 1, and then you could do the same to the cover plate as well which would save some polys.

Just suggestions of course =)

12 December 2007, 07:47 PM
Cool stuff man. Thanks 4 the input. I'll re-post after I change it

12 December 2007, 08:48 PM
Nice idea, but on psp I dont think this would be the best specs for a cell phone. The tri count is too high for something that would literally only be 3-4 pixels on screen. it could be a rectangle and a 3 sided cylinder and it would make no visual difference. Maybe a bit more geo for if say there was a cut scene and it got in close but not much more. The texture should probably be a 64x64, the psp can handle 256x256 but you should never use something like that for a small prop.
like G0st said, increase the contrast in the texture, cause on a small screen it would appear very grey cube like. hope this doesnt seem to harsh and hope it helps!

12 December 2007, 11:25 PM
I have to agree with Tim, the phone looks cool but its closer to wii rez specs then psp. And even on the wii something like this would probably only get 128's

I think our psp characters are about 500 tris and have 256 textures
It might be worth finding out the psp's screen resolution (im sure someone here knows)

Another think i might comment on would be your use of texture space. Painting textures Hand held systems is a little different. You really need to be clever and use every possible pixel. For example if you have an edge going down the center of something you can mirror the surface on it. Not everything needs to have the same texil density the screen and the word Nokia for example could be they're own polygons and take up more space. (so as to be legible)

The antenna right now is taking a huge amount of space. You don't have to be 100% accurate with the little details on the phone. For any game texture of a real thing your going to have to cut out detail to make it fit. (for example 5 vent slots might become 3)

one last thing. Currently the texture is a little blurry. What you might try doing is running a sharpen filter over the whole thing. in photoshop i find i get the best results with unsharp mask. (which is under filters sharpen)

12 December 2007, 01:25 PM
This is good stuff guys. Thanks for the feedback. Hopefully today I will have a chance to work on it. Also, when I was modeling this I was thinking of a in game cut-scene that would happen. (Basically when Neo drops the phone from the top of the building and it falls into the camera). Would this change the specs if it was made for a movie/cut-scene?

12 December 2007, 04:16 PM

Check Your Email, PM's the contract you undertook is still not finished and it's been over 6 months since you disappeared on it.

I would appreciate a response as you are using me as a a rather significant entry in your CV. Either finish the job you were paid to do or at least be honest in your CV.

Acting in an Outsourcing environment required constant lines of concise communication with various leads andhistorical experts around the world.

I especially love this line, how is it constant lines of concise communication when you refuse to answer your clients and leave the entire contract up in the air and disappear for 6 months.

My apologies for this little deviation in the thread, but Tim took well over $1000 of my money to develop content for my indie game and abandoned the contract back in May with no explanation, refund or schedule to finsh the content. This gives all contracting artist a bad name and he has the balls to put me down as a key point in his CV.

CGSociety Admins have been informed about Tim and the only lines of communication that I can pursue with him are the few times when he does post here, as he ignores his mail, pm's, snail mail, phone calls etc.

Again my apologies about this little sidetrack.

12 December 2007, 05:50 PM
No worries. Hope you guys get the issue resolved.

12 December 2007, 06:00 PM
No worries. Hope you guys get the issue resolved.

12 December 2007, 07:19 PM
So here is the updated work. Let me know what you guys think now (

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