The Geometry of Permanence
people think they can just slap a high resolution photo of a brick on a cube and call it a castle. they are wrong. they are so incredibly wrong it makes my skin itch. what they are doing is digital wallpapering. it is the fastest way to make a game that looks good in a thirty second trailer but feels like eating a wet napkin when you actually try to play it.
real geometry is honest. a vertex is a promise. when i build a model with millions of polygons i am building a truth that cannot be hidden by a shitty texture map. you can't lie to a vertex. if the edge is sharp it is sharp. if the curve is smooth it is smooth. it does not rely on a magic sticker to tell you what it is. it just is what it is.
this is the only way to fight the coming age of disposable ip gaming. the corporate slop lords want everything to be cheap and fast and made of recycled trash. they want to ship you a game that is basically a hollow shell with some fancy lighting to hide the fact that there is nothing inside. they want to sell you a dream that dissolves the moment you look at it under a magnifying glass.
if we do not embrace the high-poly void we are doomed to live in a world of digital cardboard. high poly modeling is the only defense we have against the inevitable tide of optimized garbage. it is the only way to make a world that actually stays there when the lights come on. stay geometric or die.