Vector/polygonal, truly implemented for the technical benefits* and likely untextured**. Which will make it more niche than the early 3D stuff that did use vertex colors ( EDIT: such as Spyro (specifically skyboxes, LoD) and Crash Bandicoot (Crash’s animations are cool too)).
3D polygonal+vertex color actually isn’t that difficult to do. I’ve done some, the real issue (aside from making it good) is actually the animation/game around it. I haven’t done much and continue not doing much because personal stuff.
2 examples (of my own stuff) I've used many times before
* less data while also rendering at native res without needing extra work (8K or even on a 50ft Billboard? Sure). MIDI (you can use higher-quality soundfonts) or other procedural stuff (sounds/sfxr, textures) are nice too.
** I’m not against not-too-many general-use textures, but I tried this (including a watercolor splatter texture I made) without mapping and wasn’t really happy with the results… plus normal maps won’t work with per-vertex¯ materials. So this probably takes a lot of effort/skill to work as-intended.
¯ not strictly necessary, but I don’t mind the idea aesthetically and a free optimization sounds nice even though low poly+vertex-color is already a low bar (unless per-vertex could help with webGL, mobile, VR, or really old devices etc?)
Vector/polygonal, truly implemented for the technical benefits* and likely untextured**. Which will make it more niche than the early 3D stuff that did use vertex colors ( EDIT: such as Spyro (specifically skyboxes, LoD) and Crash Bandicoot (Crash’s animations are cool too)).
3D polygonal+vertex color actually isn’t that difficult to do. I’ve done some, the real issue (aside from making it good) is actually the animation/game around it. I haven’t done much and continue not doing much because personal stuff.
2 examples (of my own stuff) I've used many times before
* less data while also rendering at native res without needing extra work (8K or even on a 50ft Billboard? Sure). MIDI (you can use higher-quality soundfonts) or other procedural stuff (sounds/sfxr, textures) are nice too.
** I’m not against not-too-many general-use textures, but I tried this (including a watercolor splatter texture I made) without mapping and wasn’t really happy with the results… plus normal maps won’t work with per-vertex¯ materials. So this probably takes a lot of effort/skill to work as-intended.
¯ not strictly necessary, but I don’t mind the idea aesthetically and a free optimization sounds nice even though low poly+vertex-color is already a low bar (unless per-vertex could help with webGL, mobile, VR, or really old devices etc?)