Should we be able to see the fibres of his suit? Should there be more detail in the suit's pattern? Should it look photo-realistic? If not, how do you add detail to something so basic and cartoony? I didn't know where to begin, and it made me wonder: Just what does Grim Fandango look like in "high-resolution"?
The promotional material surrounding Grim Fandango actually used models from the game, and so wasn't any help.
I was trying to recall when if ever saw a detailed close-up of Peter Chan's creations, when I remembered the game's inventory screens:
Looking at these it was clear that if we could "zoom in" on the Grim Fandango world that it would look hand-drawn, not photo-realistic, and very deliberately so. (I guess this ties in with the idea that the characters are hand-made calacas, although I personally like to think that Manny and company are actually made of bone, not papier-mâché.)
The understanding of the look of the world of Grim Fandango led to the first texture test we did:
There's probably still ways in which this could be improved, but I was quite pleased with how it looked in the game itself.
Think you can do better? Coming soon: A guide on how those with texturing skills can help the Grim Fandango Deluxe project!