- They are 2D games
- I don’t even think they resemble the original more then AoMR does
This is the part that confuses me about your point of view.
AoMR has a toned down colour pallet and is clearly less vibrant which gives it a more realistic vibe compared to the original in my eyes.
For me AoMR would have to be more cartoony to be more like the old AoM.
The reason why AoE3D looks lest plastic is because it has less detail.
In AoMR you can see the normal maps for the fur on animals an myth units while AoE3DE is a lot flatter in that regard.
Something that is flat can’t look “plastic”.
Unfortunately I can’t open AoMR right now and just look at stuff close up in the editor. Because When I played I didn’t really look too much at the small details and I didn’t take any screenshots.
Taking screenshots of streams is always bad because compression and the wiki as very little screenshots so far.
Is anything wrong with those buildings?
They look kinda low detailed compared to some units I think, but maybe those were not taken on the highest setting, not sure.
The grass looks pretty good here though.
Like not as good as you would expect it from a AAA 1st/3rd person game but that’s something that is impossible if you want to make a game with an RTS perspective.
I like the way the new under building terrain blends into the surrounding terrain. AoE3DE can’t do that. I wonder if they implemented some layering system for the terrain.
Starcraft 2 had a very nice layering system with the drawback of heavily limiting the number of textures per map. AoE3DE also limits ground textures quit significantly and there is no tool to manage which textures are used in the Editor so sometimes you have to try hunt down an unwanted texture somewhere on the map to be able to use more other textures, kinda annoying.
I home AoMR won’t be as limited in that regard. Would be nice to be able to make a giant map that spans from Egypt to Scandinavia with all the terrain inbetween.
Kinda yes but also no.
UE5 has some very powerful systems to allow you to use very high quality assets without LoDs which is amazing but the engine is not mad for RTS at all and also only runs on very modern hardware. The game would barely run on an Xbox Series S if it was in UE5.
But things like hair are just really really hard. Like think of any game that has really good and realistic looking hair. It’s always bad in some ways or it’s purposely unrealistic.
In a cartoon/anime style game it’s a lot easier to make good looking hair because cartoon shading doesn’t make things look plastic.
The plastic looks happen if you take a cartoony looking object but shade it in a realistic way.
Cartoon/Anime models are made for NPR (Non-photorealistic Rendering), if you use PBR (Physically Based Rendering) they automatically look like plastic or Play-Doh because that’s basically what a figurine looks like, an cartoon/anime shaped thing in realistic lighting.
Some games get around by that by shading their character in some kind of NPR and the environment in PBR but that only works to some degree.
Not sure if those screenshots were made with the highest graphic settings but you can kinda see the “plastic” issue on the hair of the Horse too.
AoMR look a lot more detailed in my opinion.
The terrain is a huge step up from AoE3DE.