The art direction
Stylized realism, true to Dekaron.
A bit more realistic, never photoreal. We keep the game's own colours, proportions and layout, and add what the old art could not hold: wood grain, chipped stone, worn metal, cloth that looks like cloth.
- Textures keep the original layout and palette; models keep their size, facing, bones and material slots
- Detail where players look: landmarks, town buildings, props and character gear first
- Performance first: textures sized by need (512 to 1024 px covers most), sensible triangle counts
- Shape from grey ambient-occlusion maps rather than heavy lighting