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Hope I made some sense here.
EDIT: At least for Goku, maybe using his Goku God shape and skeleton, since is a bit thinner.
If you’re referring to the art style/direction of the game, the characters are modeled using what is basically the Buu Saga-GT era art direction as in blockier/bulkier looking characters with harder/stronger/thicker defined lines. The original Dragon Ball – the Saiyan Saga used a much more rounded art style, however that style has gone away completely by the end of the Frieza Saga. When Dragon Ball switched over to digital animation (which is what Super uses) the art style changed a bit once again. The designs were/are still blocky but the characters are a bit thinner and the thick outlines are completely gone.
Over the course of the entire series the art style has been wildly inconsistent, but the video games have to have a consistent art style between all the character models. For instance they can’t add in a Dragon Ball styled character (in that original rounder style) to this game without it looking completely out of place.
While it’s subjective I find that the thicker art style tends to age better than the original rounder style and even the thinner digital art style. For example in this Budokai 3 to BT3 comparison, when the two games are up-resed the thicker lines of B3 provide a very smooth transition to a higher resolution where as BT3’s thinner/sharper character models become very pointy looking or look like they have a lower poly count. It’s similar to what happens when you up-res an old 3D PS1 game, everything just becomes very clearly 3D shapes that are held together by a wire skeleton.
https://steamcommunity.com/sharedfiles/filedetails/?id=796762588
I never really liked Frieza’s 100% form so I figured “Well maybe I could give 100% Frieza Cooler’s 4th form look, but make him all white like Frieza. That could be cool.” So I renamed the Cooler files to the Frieza (100%) file names which worked fine, until I realized that my new 100% Cooler looking Frieza still had Frieza’s skeleton. Never figured/found out where the skeleton data was or how to transfer it between models, but I also realized that it would’ve screwed up any of the cutscenes that used Frieza’s 100% form as all of them are framed around Frieza’s height.