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Anonymous No. 856734

Why no one makes high poly stylized models that uses textures and colors to add depth to it? Instead everything is left to real time shadows, giving this plastic look that every single modern game has.

I want to see it. I want to see a single model that has the texturing style from the left in pic but the amount of polygons from the ones in the right.

Anonymous No. 856746

So, what you are asking is essentially baked lighting on a dynamic model

Anonymous No. 856749

>>856734
Be the change you want to see

1015x1022

crash4.png

Anonymous No. 856754

most stylized character models you think are flat and relying only on lighting have stuff painted into the albedo whether it's a baked lighting filter or handpainted.

Go look at em, crash 4, overwatch, dota 2, kh3 even, they all got it.

Anonymous No. 856767

>>856734
>Why no one makes high poly stylized models that uses textures and colors to add depth to it?
Implying that they don't.
>Instead everything is left to real time shadows
Like in reality? I wonder why they try to mimic reality - it is really a puzzling question...
hmmmm.
>I want to see a single model that has the texturing style from the left in pic but the amount of polygons from the ones in the right.
You know that pure diffuse textures looks strange under changing lighting situations?
Have you actually racked your brain for a second and thought about the ramifications of that design choice?
If you combine realtime light and shadows + diffuse painted textures with shading/shadows, the effect is that it doesn't look great. It doesn't become the best of both worlds but rather the worst of both. (See Image on the right)
One element (or both!) have to be played down in order to make it work and this is what they have done with the version in the middle.
Or you might argue to take out light as a factor completely, a design choice that many artists refuse to make as it has fundamental consequences.
Not having effective light and shadows takes away a strong method of artistic expression that can be used for almost everything and the lack thereof limits not only the art but its also limiting on the workflow and potentially creating much more work (if you try to get around it).
Without light and shadow, everything becomes flat and you have to control all aspects of illumination and depth via the texture itself, which inevitably will make it look weird and dated.
Especially with a visual style that has depth and shadows baked into the texture. You want the best of 2 worlds that are not compatible in the way you want them and you lack of knowledge and nostalgia goggles prevent you from seeing it.
If you disagree, you're free to do this >>856749

Anonymous No. 856795

Play Guilty Gear

Anonymous No. 856800

>>856734
You add a color LUT and pixelation and right will look exactly like left.

Anonymous No. 856801

you add texture to add detail to a model. We can add so much detail that textures are not needed as much these days. You're basically asking a dumb question.

Anonymous No. 856802

>>856734
what you are talking about is done by arc system works if you cared even a little you would know this but better complain on an image board am i right.

Anonymous No. 856821

>>856734
God cris, I hate you so god damn much.

Anonymous No. 856947

>>856734
i forgot of smash 4's existence until i saw this post

Anonymous No. 857049

>>856947
I miss Smash Run
way better than Smash Tour, SSE, and WoL.

Anonymous No. 859017

>>856802
no, arc with their 3d does real time shadows, however they specifically manipulate the light so it looks more 'anime'

they had a great write up about it back with xrd

Anonymous No. 859018

the most you will see baked into textures is ambient occlusion on low end games, actually making shadows on textures is a very old thing that stopped with models casting shadows on themselves became a thing.