BTW Hemisphere, you are completely wrong on how the UO 2D graphics were created. They were created the same exact way as the KR graphics are created now. Taking a snap shot of a high resolution model.
I am not in the least bit wrong.
I said (and I quote) "
most of the items were designed on a pixel level".
I said that SOME were created pixel by pixel, which they were, but my main point is that the design process of the artwork involved pixel level editing, which it did in almost all cases.
A few examples:
In case it isn't obvious where the pixel work is in this art, the tarot have literally been designed pixel by pixel, the basin uses cross-shading techniques which can't be replicated through a renderer, but most importantly, every item is designed to adhere to a strict colour pallette - something which was nescessary for a lot of games in those days (though probably not in UO, but as they say, old habits die hard)
Now don't get me wrong, I'm not saying a LOT of 2D art wasn't made by exporting 3D models - plenty of it was, but almost all of it was refined pixel by pixel, to give it clean, crisp definition, without the need for black strokes outlines.
More recent artwork tells a different story:
What is that sink? Aside from looking like a prop from The Sims, most of it is just a mess of pixels. I can't work out what the front is supposed to be at all.
The statue is even worse, it's just a big grey poo. If you look closely you can see it has an eye, but you wouldn't know it, because it's just another pixel lost in the mess of undefined pixels.
I've included a direct comparison here of a chair to show what I meant about application of shadows and highlights. Look on each "rung" of the chair. 3 pixels wide - a highlight row, a middle row, and a shadow row. You don't get that level of definition straight from the renderer. If you just render the chair and put it straight in the game it'll look closer to the elven chair I've also pictured.
Thankfully I don't have access to any KR artwork otherwise I could probably make even more damning comparisons, but I think we've seen enough
Edit: Just to be perfectly clear unless I wasn't already, I didn't say every single piece of original 2D art is a perfectly defined, refined, and beautiful work of art. Much of it isn't. The statues castle British courtyard for example are guilty of similar design issues, but the vast majority of 2D art was designed on a pixel level, and that includes especially the all important wall tiles, floor tiles, furniture art, and all the things you would expect to see a LOT during general gameplay.