Outsourcing is great until you have to merge three different modeling philosophies
Had one of those weeks where I realized three different outsourced artists interpret 'low poly' in three completely different ways. One gives me chunky PS1 vibes. One gives me stylized Fortnite shapes. One gives me something that looks like it came out of a geometry textbook.
The fun part is stitching them into a cohesive style without losing the charm of each. I saw a similar challenge described by RetroStyle Games where they had multiple external artists working on one environment and the cleanup pass was basically a style negotiation.
How do you all unify outsourced work without sanding off what made it cool in the first place?
Posted Dec 1, 2025, 8:21 PM UTC
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