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Please stop trying to talk about realism vs stylization if you can't even draw a tridimensional house.
Xenoblade has stylized characters, with sometimes realistic pieces of clothes or armor, in more-than-not PS2-realism era environments which makes them pop out quite a bit. This is a style common to a lot of PS2 and PSP era games, like Monster Hunter. It more often than not all fits together, and the faces are meant to pop.
SV has mostly a stylized characters and environments, but seemingly at random it will employ realistic details, such as:
>hair strands (which look especially bad due to the low resolution, real 200IQ master move there)
>leather
>cloth
>metal (only unvarnished)
>fur on some pokemon and to varying degrees of realism, which makes it look inconsistent
>eyes
>teeth (sometimes)
none of these ever go into 100% realism, but they jump around between like a 10 and a 50, and the result is very jarring
One example of the realistic material rendering and how it clashes with other elements is Serperior: the scales are realistic, the eyes are still stylized but rendered realistically with shine and reflection, but then the yellow patches are a flat texture.
Because the environment is also flat textures almost all the time, the models don't fit in and look even more uncanny.
That's not to say you can't have more realistic pokemon designs, Pokken's Decidueye looks pretty good, you just don't do it like this and not when you're already struggling with performance and having to cut corners on the map design.