>>39731695You could probably produce an algorithm that would get you decent results up-scaling the 3DS textures, as a starting point, but I doubt they'd look good enough to be put in the game as-is. That said, it's not
The thing since they need to adjust the width of lines and details and that requires more of an artistic flare than a machine is going to be able to provide. Leaving those lines as-is, which is drawn thick so they're readable at 240p, is going to look needlessly over-done blown up to the size of a 60' 1080p television. It'd be like watching musical theater 3 inches away.
Now, especially where those lines come between different materials since you're going to have a different borderline now with the different thickness, the 'function' textures like normals and specualrs are going to need adjustment to match. And if you want to make any adjustments to the actual art, like Mincinno's eyes or Rhyperior's tail, then those need to be done by hand too.
You also need to adjust colors + shadow maps for the new lighting system so that the models look good, and math is not necessarily going to produce usable results in this case either. You could probably get somewhere with it, but again you'll be going back in and tweaking a lot of things manually as well once you've tested things in engine.
Without any of those changes, you're going to get something that looks like the Yo-kai Watch 1 Switch port – muddy and thick and flat-looking. And no algorithm I've ever encountered is going to turn the flat barricade in pic related into something that looks acceptable without the help of an artist.
Algorithms are fine for some things, but they're not a magic time-saver you can plug in without testing and tweaking.