I was hoping for a more stylized presentation of the monsters, like they were sketched in sepia ink by an artist or with a woodcut design:
I agree.
But:
i would like to see some ornamentation. now ui looks too modern
You can't imo just change the presentation of the monsters. It has to fit to the rest of the UI (which it doesn't in the picture above imo, sry creator). Stylizing the monster would imo require to also stylize the rectangles or cut them out altogether.
Skyrim is (again) a good example for that. Less is more.
Deus Ex and DA:O are still among the best UI designs I've seen, balancing form and function very well, aside from minor issues with DA's functionality:
Deus Ex even allowed you to customize elements of the UI, and of course I always modded the hell out of DA:O. There were a number of mods that improved its scale and functionality. The care and attention to detail they put into UIs back then is not something you see much of these days.
The UI of DA:O with a grid based inventory instead of the list and mouseover information would be a pretty good solution.
I don't like the Deus Ex UI that much tbh. It's ok for a sci-fi/cyberpunk game but even then it's lacking. As Jupiter already pointed out text in the grids and above the item pictures is also a no-go.
But again, if CDPR would invest some time in effort to really support the strengths of each platform, something like the Diablo 3 UI is imo still among the best solutions in both functionality AND aesthetics.
1) It's minimalistic and keeps the focus on the game itself.
2) It's completely functionality oriented.
3) It uses as little screen space as possible.
4) It uses clever mechanics like mouse-over comparisons which is great for both functionality and aesthetics because something which you don't want to see isn't visible until you as a player decide so (see first screen below).
5) Its flexibility and modularity let you decide how it should look. It's up to you to open additional UI elements for more information (see second screen below).
6) The UI uses the exactly same color palette than the game itself. Although the game and overall color palette is quite dark strong colors are used to make the whole thing not too boring or depressing
7) The artistic tone of the UI is consistent with the overall consistent UI of the game.
8 ) The UI doesn't feel/look like an outside element but as a natural part of the game (setting). It's as much integrated as possible instead of being some kind of foreign object. Therefore as much immersion as possible is maintained imo.
9) The UI follows based PC conventions (like a small "x" in the upper right corner to exit the UI) which has both an effect on functionality and aesthetics.
10) It's based on rectangles but it doesn't feature them prominently. Instead the UI tries to hide its blocky nature by artistic elements (like scattered borders) and by the use of other (sophisticated) geometric forms and elements. That gives the whole UI a more natural look with a bigger identity than the "spreadsheet" look of a modern approach based on very clear and prominent forms, mostly rectangular. That spreadsheet look might fit to a modern sci-fi or cyberpunk game to eventually emphasize a cold, unwelcoming and "clinical, sterile" atmosphere. It just doesn't fit to a medieval fantasy game imo. It's imo also not a real contrast to it. It's just a different kind of artistic tone.
But of course the design is a whole lot different on console (see screen below) because items/objects have to be bigger for controller usage and it's not as flexible as the PC UI. It's imo still fitting from an aesthetical perspective. It's still minimalistic, focusing on the game itself. It uses the same color palette as the game. The atmosphere of the UI reflects the atmosphere of the game. The artistic tone of the UI is consitent with the artistic tone of the game itself.
Side note: as you can see from my Diablo 3 example it's more than obvious that the Witcher 3 UI is very much a console UI. That has a big influence on both the functionality and the aesthetics but that doesn't mean that it cannot be improved.
Side note 2: I don't want to say that the UI of W3 has to look like the UI of Diablo 3, not at all. I just used it as an example of an UI which imo fits very well to the game in which it is used.