First thing I noticed after ripping the models was how efficient the texture work was; the textures had no un-utilized space and the UVs were beautifully laid out. Then there was the topology, there's hardly anything perfect in this world but that was pretty fucking close and I was even able to run the tries to quads function and have it work with no issues, that never happens.
>>56084040It's an archaic way of doing things but it's not worse and it actually saves a bit of performance: which we all can agree the pokemon games need.