>>11780607 (OP)>>11782293you all seem somewhat clueless
gouraud shading (a close approximation is shade smooth in blender) is not as important as the vertex coloring, which is what gives these models their signature look of gradient colors and colors that often pinch between points (vertices)
the reason it's not as popular as regular texturing styles is likely because it's an absolute pain to work with, despite being something so simple. blender doesn't even have real-time vertex lighting, and the vertex coloring options are minimal at best; you can't even have multiple vcolor layers
it also requires that you have strong competency with low poly mesh modeling, since the geometry is the texture itself, which often means increasing the tri count to hell just so you can color in the eyes (unless you throw a flat plane on and then texture that, like some models in FF7)
if you want to take a closer look at them in blender I can show you the steps on how to do so
pic related are some attempts I made over the years at recreating the style. I'm not great at 3D but yeah, shit is hard