First and foremost, thanks so much for your amazing mod. I love returning to Kanto in 3D.
If it's not rude for me to make a suggestion, I noticed some 3d objects, especially cylindrical objects, Such as fence posts and trash bins look a little choppy. I'm sure the intention is to come back to these once other things are sorted.
Having some 3D modelling skills, I decided to see if I could make a satisfactory fence post, such as the ones in palette town:
I experimented with using a technique used to create outlines for cell-shaded graphics to

Here is what I cam up with - I experimented with using a technique used to create outlines for cell-shaded graphics. by creating a "wrapper" mesh overlaying the main model, inverting the face normals, and making faces only viewable from the front, a pseudo outline is created, regardless of the angle the mesh is viewed from.
I think I did pretty well as a proof of concept:
https://youtu.be/06UAv4Lt6GI?si=VEzbp9IYX5eDbP76
I know this isn't perfect - I think the mesh would be much stronger without the outline overlaying the coloured part of the mesh - maybe the draw order can be done in stages so the model is always over the outline? I'm not a technical artist, so I'm slowly figuring out how to fix this myself.
If you like I can try some other objects, such as the trash bins?
First and foremost, thanks so much for your amazing mod. I love returning to Kanto in 3D.
If it's not rude for me to make a suggestion, I noticed some 3d objects, especially cylindrical objects, Such as fence posts and trash bins look a little choppy. I'm sure the intention is to come back to these once other things are sorted.
Having some 3D modelling skills, I decided to see if I could make a satisfactory fence post, such as the ones in palette town:
I experimented with using a technique used to create outlines for cell-shaded graphics to

Here is what I cam up with - I experimented with using a technique used to create outlines for cell-shaded graphics. by creating a "wrapper" mesh overlaying the main model, inverting the face normals, and making faces only viewable from the front, a pseudo outline is created, regardless of the angle the mesh is viewed from.
I think I did pretty well as a proof of concept:
https://youtu.be/06UAv4Lt6GI?si=VEzbp9IYX5eDbP76
I know this isn't perfect - I think the mesh would be much stronger without the outline overlaying the coloured part of the mesh - maybe the draw order can be done in stages so the model is always over the outline? I'm not a technical artist, so I'm slowly figuring out how to fix this myself.
If you like I can try some other objects, such as the trash bins?