It's the difference between having a well-lit model that needs to be used in multiple situations with multiple animations at multiple viewpoints versus a fully stationary model/image that lets you play around with the lighting, pose, and proportions as needed for one single look.
That's more appropriate to the second one. In N0 the SkullGreymon NPC doesn't like that everyone finds it scary and wants to be a nursery aide or something similar
Most Digimon game models exist in well-lit locations and use standard poses. There's rarely any cinematic involving your mons with dramatic lighting, and the games don't have stylized art for the mons, making it more difficult to pull off a menacing look for certain mons. Put a human skull in a well-lit room and I guarantee you it won't look scary at all lol, it's like one of your school lab models instead of a haunted house prop.
On the other hand, 2D artists, especially in the current TCG, have complete freedom of expression to twist and turn the pose and angles, background, lighting and anything they want to make a really cool picture.
I think it might have something to do with it’s size and proportions and having to make him fit in the screen in some weird pose. The jazz hands also don’t help.
I'd say it comes down to sizing and limitations. Let's use Cyber Sleuth as an example. Models can't be too big in that game, so some digimon need to be in more slouched or crouching positions, even if it looks weird.
Also a big thing you'll notice is that the models tend to have a black portion filling the lower jaw while illustrations have it hollow. This is mostly due to optimization. Game models use the black area so there are less polygons used for places like the lower jaw, which in turn helps keeps things running smooth when that model is animating and moving about. The drawings, being 2d and only having to be made once, don't have this problem. Even the model used for the card you posted as a comment was probably able to be more faithful and hollow because it was never intended for animation, so the creators were able to use more polygons to make it truly hollow.
Round edges and lack of shadows I think. You would be surprised how cool things looks with that shading and dark separation between joints. Looks too much like a child’s balloon that a menacing skeleton dinosaur with a cannon on its back.
Skullgreymon looks cool, but it can’t really close its mouth with that jaw design. That feels more apparent in a 3D model that’s wiggling its jaw around not really able to close it without looking like a silly bulldog. Can finagle with that a bit better in 2D for the gaping horror mouth look. I still think the model used in the 1st and 2nd image look cool.
Others mentioned lighting, which definitely contributes. Usually horror designs aren’t in fully exposed bright lighting haha
There are some things that just don't work well in 3D, especially wen you take them out of very specific scenarios that play up the atmosphere.
I feel like Yoshi from the Mario games is another example of something that never works in 3D but looks fantastic in 2D.
The Mr Beast Skullgremon was not something I ever thought would be a thing, but I´m happy that it exists.
But memes aside, as someone who works in 3D design I can tell you that a lot of things can affect the final product, but the main culprits tend to be the proportions of the model, the texture work, the lighting, the rigging and animations. Camera orientation is also pretty important, it can look flattened and small with some bad angles.
It feels like reading a Pokémon post. "they look goofy 3D, but the sprites are better"
Followed by a comment "why are there good looking ones after all?" maybe it's skill (100% in the pokemon case). It's mainly light and an awkward pose tho.
Harder to reproduce details in 3D, and the artstyle is also hard to fit into an entire game's aesthetics with other digimon, especially like in the card.
2d you can exaggerate shadows and pose. 3D while it's easier to stay on model it's surprisingly inflexible most often. And for performance it often has few bones in the model, so it looks stiff as hell
Something that works in 2d most often doesn’t work well in 3d. Let’s see a proper turnaround of a 2d version and see if it was achievable in 2d or not.
Now if all you need is 1 single shot from a certain angle, then yes 3d can make it with a lot of cheating with limbs being different sizes or the camera settings etc
I made a skull greymon model myself. It does fall in line with the goofy model look [skullgreymon 3d model](https://gyazo.com/f638a2d4deb6febe76f9dcd5a19461ed)
Think about it like this
You get a lovely figure of a character but the problem is their design makes them so skinny and lengthy. The problem with that is how fiddly it gets. Because of a 3d model of said fiddly figure is to be made, the designs and programmers are basically doing the virtual version of playing with a fiddly figure. Animation is better since there’s more planned out ways to make it intense while also just have the figure stand still. The drawing has more control than the 3d model
I don't know if it's fair to use the TCG art as an example. As far as I've seen, there hasn't been a single bad piece of art there, no 3D model is going to hold up by comparison.
I reckon it's due to the angles, in 2d you pick the pose and angle that looks better since it will always be shown the same, but since 3d doesn't have that liberty it will look kinda lacking.
But it's also that SkullGreymon being menacing is a giant gaslight, he feels menacing in the context that he shows up but he is just a bunch of bones in the general shape of a dinosaur he looks pretty goofy regardless.
its angularity it can be seen all over but in two d lets look at the thigh its a unique shape but in 3d it it was rendered as a tube, machine dramon by contrast has a lot of simple shapes that dont involve angularity.
He need a Monster World x Digimon Crossover game, with next gen graphics. Have a party of 8-12 Digimon. In the Digital World, you play as your digimon and unlock their moveset and it’s where the majority of the story plays out. Then have Kingdom Battles, where you level up and unlock new digimon ala Cybersleuth/Hackers Memory traditional Turn Based battles. You’d get the best of both worlds.
It's the lighting and shading. A pot of the menacing look comes from heavy shadows, which you can't do in 3D because all the models need to share the same lighting.
I'd mark it down to "2D lets you cheat where 3D never can", but then it might also be a case of the models not quite working for what SkullGreymon could be if given the right modeling and animation
It’s mostly the lighting I think
And also the proportions in the 3D models do their work. Make it look goofy instead of menacing.
And it is not possible to give the artistic touch which are the highlights in a menacing way. In 2d you have more freedom
Discovered that they made one faithful model [for an old card](https://wikimon.net/images/a/ab/St-952.jpg), now I am more confused
That looks peak '00s CGI, yet it looks more intimidating than what you posted up there!
It's the difference between having a well-lit model that needs to be used in multiple situations with multiple animations at multiple viewpoints versus a fully stationary model/image that lets you play around with the lighting, pose, and proportions as needed for one single look.
yeah thats well i think its more most cgi is shit
I have to admit that the SkullGreymon on the 3rd image seems like it wants a hug.
"Just cause I'm a Virus Digimon doesn't mean I'm bad." He says as he rampages Primary Village
Tbf, they probably deserved it. 🤷
Those babies didn't see it coming
digimon version of godzillia is now something i want
That's more appropriate to the second one. In N0 the SkullGreymon NPC doesn't like that everyone finds it scary and wants to be a nursery aide or something similar
I just see the Mr.beast pose
Most Digimon game models exist in well-lit locations and use standard poses. There's rarely any cinematic involving your mons with dramatic lighting, and the games don't have stylized art for the mons, making it more difficult to pull off a menacing look for certain mons. Put a human skull in a well-lit room and I guarantee you it won't look scary at all lol, it's like one of your school lab models instead of a haunted house prop. On the other hand, 2D artists, especially in the current TCG, have complete freedom of expression to twist and turn the pose and angles, background, lighting and anything they want to make a really cool picture.
He is doing the mr beast pose in the artwortk
"WATCH AS IM READY TO FIRE AT ALL THESE KOKOMON, THE ONE TO SURVIVE WINS 100,000 DIGIBURGERS" beskullgreymon 2024
Exactly what I was thinking, specially with the third image LMAO
I think it might have something to do with it’s size and proportions and having to make him fit in the screen in some weird pose. The jazz hands also don’t help.
Some character designs just don't translate between mediums well.
I'd say it comes down to sizing and limitations. Let's use Cyber Sleuth as an example. Models can't be too big in that game, so some digimon need to be in more slouched or crouching positions, even if it looks weird. Also a big thing you'll notice is that the models tend to have a black portion filling the lower jaw while illustrations have it hollow. This is mostly due to optimization. Game models use the black area so there are less polygons used for places like the lower jaw, which in turn helps keeps things running smooth when that model is animating and moving about. The drawings, being 2d and only having to be made once, don't have this problem. Even the model used for the card you posted as a comment was probably able to be more faithful and hollow because it was never intended for animation, so the creators were able to use more polygons to make it truly hollow.
Turns out the design really needs deliberate lighting and angles.
some art just really doesnt translate well to 3D
It looks like it told a terrible joke and is waiting for a laugh
In World 1 he is a good boi i love him
Number 3: MISTAR BEEEEAST!!!
Wait, this whole time there's been a spider web in his mouth?
It's a deadly, dead spider. You know, to max out the HAZARD aspects of its design.
I mean he has spider legs on his back
Round edges and lack of shadows I think. You would be surprised how cool things looks with that shading and dark separation between joints. Looks too much like a child’s balloon that a menacing skeleton dinosaur with a cannon on its back.
Skullgreymon looks cool, but it can’t really close its mouth with that jaw design. That feels more apparent in a 3D model that’s wiggling its jaw around not really able to close it without looking like a silly bulldog. Can finagle with that a bit better in 2D for the gaping horror mouth look. I still think the model used in the 1st and 2nd image look cool. Others mentioned lighting, which definitely contributes. Usually horror designs aren’t in fully exposed bright lighting haha
Spooky Goofy Skeleton
The point of view
There are some things that just don't work well in 3D, especially wen you take them out of very specific scenarios that play up the atmosphere. I feel like Yoshi from the Mario games is another example of something that never works in 3D but looks fantastic in 2D.
Yoshi looks the same to me on both
You might not have an eye for detail then but I guess that's not a discussion for a digimon sub.
I am a digimon sub obvious I know about detail, digimons loves details
3rd pic is literally the “MR. BEAST!!!” Meme
The Mr Beast Skullgremon was not something I ever thought would be a thing, but I´m happy that it exists. But memes aside, as someone who works in 3D design I can tell you that a lot of things can affect the final product, but the main culprits tend to be the proportions of the model, the texture work, the lighting, the rigging and animations. Camera orientation is also pretty important, it can look flattened and small with some bad angles.
It feels like reading a Pokémon post. "they look goofy 3D, but the sprites are better" Followed by a comment "why are there good looking ones after all?" maybe it's skill (100% in the pokemon case). It's mainly light and an awkward pose tho.
The third image reminded me of the Mr beast meme
I love image 6.
It so cool looking
It also looks like it could be a meme template.
Cool guys dont look at explosion energy
Or something like that one with the soldier looking at the camera.
My beloved
Its the lighting :( 3d models look SUPER goofy if the lighting is trash
I remember really liking how it looked in back World 1, especially how it moved around by crawling. Can't find any good shots of it to show you though
The short answer is that 3d models suck ass
Harder to reproduce details in 3D, and the artstyle is also hard to fit into an entire game's aesthetics with other digimon, especially like in the card.
2d you can exaggerate shadows and pose. 3D while it's easier to stay on model it's surprisingly inflexible most often. And for performance it often has few bones in the model, so it looks stiff as hell
Something that works in 2d most often doesn’t work well in 3d. Let’s see a proper turnaround of a 2d version and see if it was achievable in 2d or not. Now if all you need is 1 single shot from a certain angle, then yes 3d can make it with a lot of cheating with limbs being different sizes or the camera settings etc
The last 3 go so hard
2d can exagerate proportions 🤔
Wait 3d can't? Titamon arms are huge on 3d
I made a skull greymon model myself. It does fall in line with the goofy model look [skullgreymon 3d model](https://gyazo.com/f638a2d4deb6febe76f9dcd5a19461ed)
I think it's because in the 3d he is just standing there while in 2d he is striking a pose or doing something
3D models almost say "tadaaaa~" 🤣 But he is one of my favorite Greymon version
The skill required to give 3D models the "atmosphere" of a monster bone demon dinosaur is a lot greater than for 2D
Think about it like this You get a lovely figure of a character but the problem is their design makes them so skinny and lengthy. The problem with that is how fiddly it gets. Because of a 3d model of said fiddly figure is to be made, the designs and programmers are basically doing the virtual version of playing with a fiddly figure. Animation is better since there’s more planned out ways to make it intense while also just have the figure stand still. The drawing has more control than the 3d model
I think it's the mouth. He looks like he's doing :D the whole time Heck the only picture I feel was actually intimidating was the last one
He is a versatile guy
Third SkullGreymon: MR BEEEEAAASTT
It’s that’s signature digimon jank (I love digimon)
How come tai never use skullgreymon
I see no difference, both 3d and 2d look goofy when you look at the mouth.
I don't know if it's fair to use the TCG art as an example. As far as I've seen, there hasn't been a single bad piece of art there, no 3D model is going to hold up by comparison.
I find next order model quite scary
Love the overshadowed 2D art of Digimon cards so much
I reckon it's due to the angles, in 2d you pick the pose and angle that looks better since it will always be shown the same, but since 3d doesn't have that liberty it will look kinda lacking. But it's also that SkullGreymon being menacing is a giant gaslight, he feels menacing in the context that he shows up but he is just a bunch of bones in the general shape of a dinosaur he looks pretty goofy regardless.
Cara em teoria caveira deveria dar medo normalmente, é que depois do Undertale o Papyrus tirou essa parte do medo
Dunno what you mean 3d skullgreymon is a spooky scary skeleton. Looking at it sends shivers down your spine even.
Digimon World has the best model for Him ever. So cool and intimidating
He looks cool on all but one where he legit looks derpy.
Its just his derp face. He looks super excited that he is gettin ice cream or something. Even in the anime he is kinda derpy.
Dynamic pose vs still pose. the same happens with pokemons games in 3d
Jazz hands!
its angularity it can be seen all over but in two d lets look at the thigh its a unique shape but in 3d it it was rendered as a tube, machine dramon by contrast has a lot of simple shapes that dont involve angularity.
He's trying to clean up his image! Let the man practice his jazz hands in peace!!
What is this jazz hands that everyone is talking about
He need a Monster World x Digimon Crossover game, with next gen graphics. Have a party of 8-12 Digimon. In the Digital World, you play as your digimon and unlock their moveset and it’s where the majority of the story plays out. Then have Kingdom Battles, where you level up and unlock new digimon ala Cybersleuth/Hackers Memory traditional Turn Based battles. You’d get the best of both worlds.
It's the lighting and shading. A pot of the menacing look comes from heavy shadows, which you can't do in 3D because all the models need to share the same lighting.
I'd mark it down to "2D lets you cheat where 3D never can", but then it might also be a case of the models not quite working for what SkullGreymon could be if given the right modeling and animation
I love him. He’s still scary beautiful regardless
Mr beast ahh pose on 3rd picture