Hello ! I am a video game student @ILOI & I am very thankful, your speech is very motivating .
Except the dude clearly doesn't know much of anything about the 3D game pipeline. Yeah, if you're very skilled, a high poly sculpt could, certainly. But then there's retopology, UV mapping, texture baking, rigging, animating, other means of optimization once imported into the engine. Granted it wouldn't take anywhere near the production time of a AAA character (Which the High-poly sculpt took maybe 10-15 hours altogether, but the finished character took ~94 hours). And granted pokemon models aren't nearly as complex as that, but I think at least a 1-3 hours from start to finish to be a fair average expectancy of artists who know the work flow well enough. I just hate how people are so critical of artists when they clearly don't understand what goes into it.
Vinícius Cortez released his Multi Curvature node, which is a simple node that presents all the curvature modes in one map. Go grab it on Gumroad to save yourself time.
This is a simple node I created to make all Curvature styles not separated but in one map, to make the work faster!
Hope you like it
Here is a short video overview to help you get acquainted:
You can find more details on the node here.