>>48424478It wouldn't require new models at all, and probably less than 10 textures if they really put effort in, just a few lines of shader code. All they need to do is change it to convert the pokemon's normal texture to grayscale, blend it with a generic stone texture (possibly have a few with different grains to hide seams/better work with the wide variety of UV maps), maybe tweak contrast, then handle lighting calculations. Testing should only take a few hours - set up a test room with a statue in the middle and some debug mode controls to swap the pokemon/stone variations, dial in the best values in the shader to get the right look overall by looking at some test cases - pokemon with high/low contrast, complex/simple meshes, ect. then do a quick visual check of each statue to make sure there's nothing too noticeably off and decide which stone variation works best for it. That's it, one graphics programmer and one texture artist could overhaul them in an afternoon and have much better results than just desaturating the default texture about 50%, no changes to the models and no need to do a totally custom solution for each of the presumably 400ish mons in the game.