As as huge #pokemon fan, I'm always excited for a new game. But like...the tech artist in me is sad. These games could look so beautiful and polished but they just ... don't and I don't understand why.
Or is it just me?
It can't be a budget problem, Pokemon is one of the largest and most profitable franchises in the world. Hire more people and task them on making the game look more polished. Because right now it looks like a 3ds port, and sloppy around the edges.
It can't be a hardware issue, because there's been some amazing looking and polished games on the switch. BotW. Monster Hunter. Heck, even New Pokemon Snap looks incredible. Why can't mainline pokemon games look the same?
I honestly think SV art is a step down in quality. Maybe it's personal preference, but comparing to SWSH; Environments look of similar quality (but less vibrant and more washed out). Characters (and pkmn) look way nicer in SWSH! Here's pika. What's with those dirty shadows?
Arceus characters look better than SV too imo. (although the environments in Arceus game needed a lot of work)
Obviously, I'm still gunna play it. And I don't play the games for their stunning graphics anyways, but it's like they're not even trying anymore with this slowly degrading art quality because they know people will still buy it (like me!). But they COULD be making gorgeous games!
But maybe it will look better and my opinion will change once it's out. Maybe the trailer just showcases the...areas with bad lighting or something.
I wonder if pokemon games are moddable. I wonder if I could do a beauty pass on Arceus somehow. And make it look more better. Too bad I just can't make my own pokemon game
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Wanna learn how I did these ripples and foam using "fake" decals? Might be a long thread but gunna go through it step by steps. There's a few things to cover first before we get to the COOL bits though! #gamedev#unrealengine#gameart
🧵Below!
The first thing to figure out is how to take an actor's position/rotation/scale and hook it up to a material. Then we can use that data to compute properly aligned uvs, and sample a texture, like this cute squirtle. This happens all in the material!
So lets first look at the material. We can compute transformed uvs pretty easily! Just subtract the decal pos from wp, run it through a rotator (no idea about why it needs 8*pi though!), and divide it by the scaling...and we got some nice uvs! Running through a frac to visualize!