Gaming Are pre-existing Pokemon models in SwSh ripped from the 3DS games?

DiscostewSM

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Been hearing lately about how Game Freak is lazy and such, and one of the latest attacks is that supposedly the models in SwSh for Pokemon that exist in the 3DS games are just rips with better texturing. Any truth to this other than "they look the same"? Here's a video that compares the 3DS models with the Let's Go models, mainly to show improvements from one generation to another, but some people use this as proof of the earlier claim made.



I'd think that if the comparison used an emulator for the 3DS game, removed the cel-shading and line edges, it could be seen if it's true.
 
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pasc

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Dude, it's a kids game. At 8 yrs old you are not into models, textures, resolution, etc,...

Pip'

If the gameplay was at least fun.

If I look at my brother playing LGE, I only see an empty, barren lifeless shell of a game.

(<cheap-cash-in>Not that I didn't expect it, after having this series go on for this long, but you'd think they'd at least choose top notch people for their most improtant IP... *sigh*<chep-cash-in>)
 

OkazakiTheOtaku

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I don't understand the hang up on this. GameFreak is a lazy and incompetent studio for lots of reasons and I certainly won't argue that, but future proofing your models is the opposite of that; that's just good planning.
You make a model once, you make it good, why make it again? Makes no sense. They're the same models as in Pokemon Go, and as an avid player of that game, they look great on a 4k screen. It isn't a sign of lazy developing.
Besides, I remember reading something that the model creation was outsourced to Creatures and wasn't even done by GameFreak.
 
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Falo

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The short version: yes it's true.

The long version:

When you work on 3D Models, by todays standards, you use 3d sculpting.
This produces a crazy high poly 3D Model, like 100.000-1.000.000 Polygons, that could never be used in a normal game, it would lag like hell.
These models are used in films and other renderings.

To make a game model, you use tools like daz3d decimator, this reduces the amount of polygons to 1/20 or more, useable by games.

Example polygon counts for 1 model:
NDS: 150-200
N64: 300-500
3DS: 1.000-5.000
Switch: 3.000-50.000 (Link in BOTW has 14.000 without any equipment)

Pokemon for 3DS already had crazy high 3D Models, but very low textures.
A simple model like bulbasaur has 3.600, a complex model like Zeraora has 9.500 polygons.
But the textures on 3DS are only 256x512 (all models use half-textures), a switch game needs 2048x2048 or higher (Skyrim uses 2K textures, on PC it uses 4K).

So to make it simple, they don't need to create new models, this would be a waste of time, they only need to use higher textures.
They can even go back to the sculptings and re-use the decimator to create higher poly models without any work.

Note: in LGPE only the Partner Pikachu/Eevee have an even higher 3D Model, all other models are the same as in X/Y, but new textures and a much better shading.
 

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