Use the PKParaiso 3d model rips for gen 8 formats instead of the "downscaled" versions

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Yung Dramps

awesome gaming
dracovish.gif
:ss/dracovish:
Like c'mon, the untampered rips look so much better. I'm sure a lot of hard work went into trying to emulate 3DS graphics, but honestly no, they look bad, certainly not as good as these. I've heard the primary reasoning behind this is to make sure there isn't a style clash in National Dex OU, but like...

conkeldurr.gif
conkeldurr.gif

Is this kind of contrast really so unbearable that we gotta settle with intentionally gimped sprites? If so, what's the harm in just using the downscaled ones only in National Dex while the main formats use the pkparaiso rips? It's not like the thicker outline ones even do that good of a job imitating the style of the 3DS games.
 
Except I'm assuming you look at these on a white background, and not something darker like dark theme on here or on an actual simulator:
Annotation 2020-01-28 184115.png

I'd say the outlined one fares better here, but the difference isn't that huge. But, with Conkeldurr:
Annotation 2020-01-28 184134.png

It really shows how all its details wash away without any sort of outlines + the white artefacting you get when making these in to GIFs. And with how transparent GIFs work, you really want this sort of antialiasing matte present for anything that isn't straight up pixel art, as without it it would make the transparency look incredibly choppy. It's like GF made the models with outlines in gen 6 & 7 for a reason: it was on a smaller screen and resolution so you needed to make them pop out more, sort of like how this translates to the GIF versions we're seeing now. The models + textures used on the Switch weren't made to be presented this small. Exporting the footage in to animated PNGs instead of GIFs could theoretically fix the antialiasing matte issue, as it's a much more modern file format when it comes to handling transparency, but it's a cumbersome format to create and still isn't supported by all browsers.

DJTHED was looking in to the possibility to render the models directly with the kind of outlines used on the 3DS, instead of this outline filter that's being used right now, but it's still waiting for the animations from the games to be parsed atm afaik.

Basically I don't see any reason to use non-outlined variants, as they don't work well in this small format.
 
Yup, can confirm I'm still waiting on parsing. Specifically, there seems to be an issue parsing some of the rotation animation data from SwSh with it having some kind of weird oddity. I might ask them what kind of issue they're running into more specifically with the rotation, because that's all I got right now.
 
It seems the 3DS-style renders have improved greatly since this thread was made and we're already pushing forward with them in the new generation so I'm going to consider this resolved.
 
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