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87d00c  No.16822420

I'm so goddamned sick of overdesigned art styles as consequence of capeshit and ASSFAGGOTS becoming extremely popular.

It's like these artists are trying to add all the polygons they can to models while not thinking if they should, while also giving no attention whatsoever to texturing.

All the talk about being "realistic" and "muh graphics" and yet these faggots keep pushing this shit that looks nothing like real life designs or artstyles.

What the fuck happened to creative but uniform designs?

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87d00c  No.16822425

File: a90b90ad4aded14⋯.gif (2.76 MB, 796x270, 398:135, FEAR vs Bioshock Infinite.gif)

Oh yeah the lighting in most games also sucks dick along with the UI with most being inspired and worked on low spec mobileshit games.

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5b2cb3  No.16822492

File: d6d13bfba7ba93d⋯.jpg (324.68 KB, 1600x1200, 4:3, hl2.jpg)

This is the launch version of HL2, before all the Lost Coast-era updates.

15 YEARS AGO

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87d00c  No.16822508

File: 0a72b7fa36ae403⋯.png (3.82 MB, 2048x1152, 16:9, 2017 game.png)

File: 9ce4616f7539713⋯.png (4.51 MB, 2048x1140, 512:285, Density 2.png)

>>16822492

Here's a 2017 one

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5ffdd3  No.16822514

File: 1e5c6251b962599⋯.png (67.39 KB, 320x286, 160:143, ClipboardImage.png)

File: 062846081de882a⋯.png (310.07 KB, 1280x549, 1280:549, ClipboardImage.png)

>>16822420

I get what you're talking about, but you're blaming the wrong issues. The devs do give attention to texturing, hence why they bake the details of high poly models onto low poly ones.

I think you're talking about the shape language of the character designs. The TF2/old halo had good character designs that made characters pop out from their color scheme and silhouette, making them readable and iconic.

https://characterdesignnotes.blogspot.com/2011/03/use-of-silhouettes-in-concept-design.html

From what I'm noticing, the aliens in the old halo stuck out because they contrasted with humanity. The humans were organic looking and had a restricted palette whereas the aliens looked mechanical and colorful. 343 had good art, but it had art that removed that important distinction. Both the aliens and humans look organic while sharing the same palette.

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87d00c  No.16822536

File: 829775a5aa4e51c⋯.jpg (321.9 KB, 1024x1301, 1024:1301, chuckwalton.jpg)

File: 63e62da1692d86d⋯.jpg (48.76 KB, 450x250, 9:5, Traitor of Mars.jpg)

>>16822514

>343 had good art

No absolutely not, the designs feel like something taken out of Vanquishes MIT armor and it's not just about the contrast, it's about overdesign and and poor taste.

It's why something like the Institute feels completely out of place in a setting like Fallout.

You look at something like Warhammer and all factions contrast with each other with few exceptions, but they still have great designs.

Everything nowadays feels like a chink ripoff where nothing is iconic or unique you can even see that if you search for power armor concept art on the internet, it's mostly trash.

And of course, this isn't just character or armor design, this is general level and game art design with most being completely fucked.

I think a great example is Battlecuck 1 and V which have a defined setting but are full of overdesigned bullshit with soldiers wearing 3 pairs of glasses at one point just to add space to the model instead of keeping it simple and close to reality.

Things don't look useful which could be overlooked if it looked good, but they're devoid of any utility and just there to add to visual complexity with no thought or reason if it looks good aesthetically.

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87d00c  No.16822551

>>16822514

Seriously, look at something like Destiny and Outer Worlds and you'll see exactly what I'm talking about.

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