there’s not much need for a high-poly 3D model with a low-res texture combination
Pixels and voxels, the long answer
Matej ‘Retro’ Jan

actually, if you wanted a game’s careful lighting design to take center-stage, to really stand out on its own, this is exactly what you’d want… e.g. Qube – the player’s “hands” are intricate, the environment’s elements are smooth around the edges, but there are nearly no textures to speak of.

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