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.
If you are not sure why Grafx2 is so much better than the good old Microsoft Paint, here are some of the most important features :
- Image editing in indexed colors (with palette), up to 256 colors
- Classical tools : lines, circles, text, multiple undo/redo, built-in brushes, …
- Less classical tools : airbrush, splines, gradient-filled shapes, custom brushes
- Dual-view mode, you can see and draw both zoomed and actual size views at the same time
- Extensive palette editor : RGB and HSL color systems, editing group of colors, define and create color ranges
- Palette control : reorder colors without altering picture, common palette generation for merging two images
- Shading mode : helps you to antialias with your own gradients
- Grid mode : draw tile and easily assemble and copy them to create a screen mockup.
- Patterned mode
- Transparency, smoothing, smearing, and other advanced effects
- Extensive and customizable shortcuts. You can control everything with the keyboard and disable the menu to draw fullscreen
- Unusual screen modes : wide and tall pixels, constrained palettes. Very useful for pictures dedicated to 8 and 16-bit computers.