Why is there such a huge discrepancy between in-game models, cinematics and Legends of Runeterra art
For some champions.
Irelia and Ezreal are two huge ones.
And other champions from the new cinematics. Garen for example is super weird
For some champions.
Irelia and Ezreal are two huge ones.
And other champions from the new cinematics. Garen for example is super weird
Its easy to make 1 static picture for a splash art Its much harder to make a model for cinematic Its even harder to make a model for the game, that is supposed to look good while seen from some height, with lots of different animations animations that are easy to notice and look/transition well in any situation possible, while also being lightweight enough for a shitty computer to be able to process 10 of them at the same time without any lags
Because they are different mediums of entertainment, and require different artistic styles to work and/or make sense.
because its pretty much just a mock up. an idea.
they just tell the artist to make a scene and disregard what has already been established.
I like the LoR art I think it's more if a artists rendition of champions so the characters with more public appearances like jinx being a wanted criminal and the demacians who are known well by their people often are more on point while say Elise has art in tbe card gane the eccentuates her beauty more in human form and her terror more in spider form At least that's my take
I think its called "different art styles", its not something that only happens in LoL/LoR
https://52f4e29a8321344e30ae-0f55c9129972ac85d6b1f4e703468e6b.ssl.cf2.rackcdn.com/products/pictures/1125839.jpg https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcTNLXo2kNtsYL6izdzhXT4S6yj6yNsxoqfivFVs2DKmOgX9tK03ZA&s https://vignette.wikia.nocookie.net/es.pokemon/images/a/af/EP1016_Gengar_de_Zarala.png/revision/latest/scale-to-width-down/340?cb=20180615135434 https://cdn02.nintendo-europe.com/media/images/08_content_images/games_6/nintendo_switch_7/nswitch_pokkentournamentdx/CI_NSwitch_PokkenTournamentDX_Gengar_01_CMM_big.jpg
Look at Cait in game and in the Warriors cinematic, the difference is wow
Ingame models are done under a certain style that is somewhat cartoonish due to that being what they've went for since its iconic, cool, and isn't a big problem to low spec pcs where a high definition realistic model could give some problems.
Cinematics are stylized in a very realistic sense as they want the cinematics too be beautiful and also show the game in more than just a game thats cartoony and show that it atleast is somewhat mature IMO. Also when you take say Ezreal and look at him ingame he looks fairly similar too his model in Warriors, the only difference is they slimmed his chin abit and his hair isnt just a giant textured blob and actual hair plus removing the pointless goggles. Irelia was a failure because the designers made her eyes way too big and tried to give her Asian features which made her look like a alien. Kai'sa doesnt look any different other than making them sexier and giving her Void suit a improvement too look atleast more Void like.
Legends of Runeterra has ANOTHER different style which just like splash arts ingame is alot easier too do than a model allowing them to be somewhat similar to leagues normal art and being what card games art usually looks like.
Also at the end of the day these are all different types of entertainment one being for a game that needs a model to fit the already established art style and to be visible from above, another one being a video that wants to be what the world would "really" look like which is why we've been seeing alot of high definition cinematics like Warwick's trailer or the season start teasers, and then the last one doesn't require a model and by just giving essentially splash arts for each thing they don't need to worry about textures from a characters model and can give the card game its own special style.
So they can deviate from their art styles slightly if it helps the media
The real answer is that frequent miscommunication errors occur between Riot and their third-party hires, hell, even between their own in-house dev teams.
Simple as that.