>>16121417
I liked what Amid Evil did with low-rez unfiltered textures with low-rez normalmaps and very colorful lighting. The viewmodels for the weapons are actually sprites digitized from 3d renders ala late 90s, with normalmaps. Looks very nice, and seems to be really cheap to render. I also think that enemies could have been digitized sprites as well without any real loss of fidelity. Make like Might and Magic – a comparatively high fidelity 3d model with animations, make an automated way to take snapshots of it at different angles through all of the animations and badabing badaboom.
Say, twelve rotations on X/Y plane, five sets for different Z views, past a certain distance – half the res, half the framerate for animations, half the rotations – six on X/Y, 3 on Z.
Maybe make grayscale detailmaps that fade in on world textures at real close distance – like Unreal 1 did it.