It's actually the opposite: 2K18 has 2 to 3 body types, players look like clay models, there's no muscle definition and most player's heads and necks are oversized.
There were only six body types in last year's game that were assigned to players. Someone might be a "beefy" body type or a "skinny" body type, but when a player is matched with a body type that isn't just right, it changes how their face looks and it caused a disconnect.
The 2K team created a new body system that makes every player model unique. There is no fixed template anymore. "The number of body types really is infinite, because it's not binary," Dawson says. The team can individually control proportions, wingspan, thickness and specific anatomical details so every player model is unique.
The lack of muscle definition is really bad though.
This might sound weird but in my opinion the coolest thing about the PS4/Xbone version of 2k14 was the score bug. That was the coolest looking score bug they've ever had.
It's actually the opposite: 2K18 has 2 to 3 body types, players look like clay models, there's no muscle definition and most player's heads and necks are oversized.
Not for me it isn't. The player models fit the players the best ever to me. LeBron is noticeably thicker than Durant, whos thinner than Giannis. Jared Sullinger is his thick self. Steph is slim but not frail looking. Even guys like Terrance Ross have their wiry frames without looking malnourished. Whatever the case the models look really good to me; especially in 4K on the 1X. I'm not getting that clay look. Definition could be better, I guess. I remember in the past players like John Wall having huge heads, it's not something's have experienced with 2K18. Who are the players with oversized heads and necks in 2K18?
It's actually the opposite: 2K18 has 2 to 3 body types, players look like clay models, there's no muscle definition and most player's heads and necks are oversized.
You must have a cheap TV because they don't look like clay in 4K hdr.
2k9 also had some quality lighting - PLUS they actually had cheerleaders on the baseline
As far as the topic of "lighting being the best for the very FIRST installment of a console," I would say 2k9 also had some incredible lighting (3 years into the PS3/360 cycle) especially the footage from the "2k9 Celtics vs Lakers video".
I don't know if this was a PC mod, but the first time seeing this after finally getting back into gaming since the days of the SNES, I was amazed.
It's actually the opposite: 2K18 has 2 to 3 body types, players look like clay models, there's no muscle definition and most player's heads and necks are oversized.
The lack of muscle definition is really bad though.
Regarding muscle definition. I made about post about this last year. The muscle definition in 2k18 is actually more correct than it is not. Spoiler tag contains three short video clips from the NBA 2016-17 finals (up close shots of NBA players during a game).
Google image search vs TV broadcast and players in motion makes a major difference
This will be my first time speaking about muscle definition. I keep hearing about guys needing to look more ripped. Understandable, but at the same time, here's the thing ...
2k is looking to create a TV broadcast look. Even for players that are extremely muscular defined, the muscle cut aren't as extremely defined when players are in motion and watching broadcast NBA televised games.
You can't really use "google image search" when it comes to muscle definition as a blueprint because camera flash or photos taken with high definition camera captures a different aesthetic flavor. You need to use real NBA footage where the players are actually in motion. This is why player models in NBA2k14 wasn't as accurate as people say they were, and also in NBA Live overall where everyone is built extremely muscular. Everyone in 2k14 was built with extreme muscle cuts. That's not normal with real NBA footage.
What 2k is famous for is players in motion. They look realistic and they move realistic. Adding intense muscle definition could jeopardize this aspect. Just a guess.
Just the same as pre-workout and post-workout body image. Immediately after lifting weights, your muscles tend to be incredibly defined, you look your best immediately after a workout. You look ripped. As the hours go by, you begin to look "softer." You may still be cut if you're already cut and conditioned well, but you're not going to look as muscular defined. A lot of fitness photoshoot may have the person do some push, pullup or whatever just prior to shooting to give a more muscular cut/lean look.
What 2k or other games will need is an animation system that simulates a muscle flexed state (partial, intense, heavy, etc.) vs their unflexed natural state. I don't want to see extreme muscle cuts when the majority of the time, the athletes' muscle isn't in the extreme flexed state. More often than not even when flexed and moving, their muscles are on the softer side, and I think 2k does a very good job with it.
I personally want to experience and see what I would see on TV, not what I would see on google image.
Click on spoiler tag for more real live NBA broadcast footage showing players' muscle definition don't match that of google image search. Muscle definition during live broadcast is much more subtle.
Example 1
Example 2
Example 3
Screen capture from NBA finals (2 years ago). Shows what "muscle definition" actually looks during a real NBA broadcast.
Spoiler
EDIT: That's not to say NBA2k18's lighting is great. 2k9's lighting (above clip) actually looks more realistic than 2k18. There's something off with 2k18.
2K9 is perhaps the most "next gen" looking game from last gen. I simply loved the lighting, skin textures and cloth textures. 2K11 was amazing for it's shadows and crisp looking graphics.
It amazes me how much a game from 10 years ago looks and feels very similar to a current gen game at first glance.