this post was submitted on 12 Jun 2026
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[–] insomniac_lemon@lemmy.cafe 1 points 1 day ago

Even if it were, I'd be inclined to say they'd also have to be from a different timeline where NURBS became normally-used tech early-on with games rather than polygonal meshes (and there must be something wrong with our timeline now considering live-rendered Bézier curves isn't really commonplace for 2D after the suffocation of Flash).

And yes, I know part of the feel is likely just mathematical concepts that has a lot of overlap with 3D rendering. Meticulous measurements, perspective, perhaps underlying math used for shading.

That said, I believe there a few other major reasons for the feel:

  1. Common lack of shadows (object-to-world) despite well defined shading, resembles early/stylized rendering
  2. Relatively smooth/consistent organic silhouettes, with said defined shading (applying to color/surface as well) mimicking a bitmap surface (for example with Dog and bridge, the fur is much more visible in the torso area)
  3. Some of the rendering choices seem to be stylized simplifications, like the binocular lenses

I suspect some of these would map really well to 3D (like via point cloud). Though I could also see the feel not being quite the same in-person (or even with a higer-res, non-JPEG image). And some of their art definitely does feel more like other more traditional art.

This feel might not even be most of their work, it might just be some sort of uncanny valley (but in a good way) where their techniques lined up perfectly.