Jane Rizzoli's chin
If I have to take a Jane body part, I'm glad it's her chin. Will somebody who knows how please find the gif of Maura handling Jane's chin in Ep 1 and reblog? K thanks byeee.

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Jane Rizzoli's chin
If I have to take a Jane body part, I'm glad it's her chin. Will somebody who knows how please find the gif of Maura handling Jane's chin in Ep 1 and reblog? K thanks byeee.

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I've been looking closely at a few different games lately to get some ideas for what I should be shooting for when it comes to aesthetics for my game. Right now, the look of everything is just me working with what resources I have. I've narrowed down what my primary inspirations to three specific sims:
Relatively high poly, but still very simple models, smooth shading for meshes, no textures. This look is based on the Evans & Sutherland CT5 sim from the 80s.
Textured models and world with point filtering, but very low poly and very simple shading. This is based on the Jane’s sims of the mid 90s.
Low poly with very minimal use of textures and extremely simple shading. This is based on the A-10 Attack/Cuba.
I'm leaning towards A-10 right now because it is just delightful in motion, but it's going to take some artistry to pull off. The Jane's look is really cool, but it relies a lot on good texture work and that's more difficult than flat shading. The CT5 aesthetic is actually fairly close to what my game looks like right now, so aside from some shader adjustments not much would have to be done stylistically.
As a fun test, I just quickly threw together an A-10 model based off of the one from A-10 Cuba and then put it into Unity to see how best I could mimic that look. Interestingly, I needed to use the legacy diffuse shader instead of the standard shader. The standard one doesn’t look right, probably because its shading is too complex (and physically based) to match colorful and simple old graphics.
Jane's Combat Simulations: 688(I) Hunter/Killer