im just posting this in relation to my first person im 3d modeling its a cartoon style guy that will become a knight it was originaly going to be a base for a sculpt but it turned out good so i kept working on it. the hands are a wip and im thinking of redoing it is actualy made for a animation. it is made entirely in wings 3d what do you think:
Nice start, I know its supposed to be cartoony, but the legs are disproportionate even for a cartoon. Maybe scale them up just a tiny bit? That’s just my opinion though!
I don’t agree. The beauty of cartoons is that you can do what you want with design. I think it looks very well done so far and am looking forward to seeing it completed.
Again, creativity should have no rules, proportions or boundaries; unless that is, imho, the creativity itself is designed to desensitise the mind.
thanks i can invision the walk cycle and i think it will look best with this size legs but i have a fealing the arms are to long and will hit the ground if that is so i will make the legs longer. i also think it will look cool(funny) when he rides a mount with his funny legs. thanks for your advice and i maychange my mind in the future:)
While I agree that creativity should have no rules, proportions or boundaries, design, however, should follow certain guidelines. An example would be color palette. A creative mind would use whatever array of colors he or she wishes, but it can end up messy at the end product if there is no consistency to be found. While having a large upper torso and smaller lower limbs usually is an outcome of attempting to make a character appear to have some muscle mass, there is always (in my opinion) a boundary where the proportion just doesn’t look right to the eye.
As I said it is my opinion, however, and so that does not make me right Do as you feel is right, just remember to take all feedback into consideration!
If you can picture a perfect walking animation with this then by all means go for it. I cannot wait to see what comes out.
I would agree about the arms thing. Just a tad bit too long. Unless your knight guy was to drag his hands across the ground which might be within character, who knows?
update i redid the hands so one finger isent way chunkyer then the others and i extended the legs so the arms wont drag on the ground and wich do you prefer the beveld croch or the normal one?:
Guidelines set by who? Guidelines set by successful and established artists? How many good designs have come about from using the guidelines set by people like this? When does true unique design come in to play when guidelines are being used?
The greatest works of art this world has seen have been those by people who did not stick to the rules and guidelines. Why? Adding hurdles to your creativity, impassable, difficult hurdles is the best way to develop cancer of the Creative Mind.
Even a chaotic messy work of art is a work of art. From chaos you can bring order. Without letting the minds eye fulfil its dream it can never modify the blueprint of creativity; it will never realise the vision: there are no foundations for it, its creative dream has been sabotaged by Guidelines, rules and impassable hurdles; it will never grow or change.
Who’s eye?
Agreed!
i did make the legs longer :). i just realy want him to sort of look like a bull in his body and i agree with both of you that art is what you make of it some people wont like it others will its just how it works i do art at school and this year (yr 10) the teacher dident like my drawings and art wheras my teacher in year 8(dident do it in yr 9) liked my work. and the only reson i dident make the legs longer as sugested is that this is just a personal project. whereas if this was for a game or paid work i would change it of course as i would do anything to please a customer. whal maby not everyting
Guidelines set by the consumer, since I assume that is the developers target audience. Good designs come from listening to feedback from the developer’s player base. If you want to base your product for the sake of art, then by all means do as you please. Raw art is an expression and there are no rules. I don’t think a painter, however, looks at a blank canvas and asks himself “What does my audience want to see?” (Unless you’re Bob ross) But when it comes to video games and the success of video games its almost nonsense not to ask what the player would want.
In the game industry new and creative designs are ALWAYS coming up, just because they are new and creative doesn’t make them successful.
Not to mention he did ask for our opinions, he wants to know what we think. So I would assume that he doesn’t expect everyone to say “Well in an artists point of view, you cannot be wrong because there are no guidelines or rules, so continue what you’re doing and be happy!”
Some of the greatest works of art this world has seen have been by people who DID stick to basic fundamentals of art and design, and some who DID NOT. Examples would be the music industry. Even if we talk about underground non-mainstream music, they all MOSTLY follow guidelines such as tempo, beats, rythem, etc. Poetry as well. Robert Frost certainly didn’t invent the rhyme, though he utilized this poetic design in a lot of his works because its pleasing to the ear by his audience. You also have dissonant music and poetry which prefer to think outside the box, throw away the idea of design and be original, as you said. That’s great, there’s nothing wrong with that. And that’s fine when you’re talking about raw forms of art, but game design is both an art and a science. You also have a target audience. Since art is a form of expression and we all come from many backgrounds there are a lot of people who will have differing opinion about your art. If you go with some guidelines along with your creativity you aim for a much better success. A simple guideline that a lot of games follow is to allow the gameplay to be easy to learn, but hard to master. This is evident in almost all classic games. Tetris, Pacman, etc. We can all agree they are fairly easy to understand conceptually, but it does take practice to master those games.
I agree that in order to expand and improve upon design you must try and experiment new things. After implementing new features you tend to want to find out how the audience received it. Lets say you came up with this brand new, creative feature, where in an RPG video game you play an alien race that doesn’t speak english, trying to save the world, even the GUI is in alien letters. You ship out your game, awaiting to receive some feedback. To your amazement, however, the reviews were not in your favor. Many complain that the learning curve is quite steep, and even accessing the game menu proved to be frustrating. “I didn’t even know how to start the game, it was all in alien writing! After about 5 minutes of pushing all the buttons I finally got the game started. But now, I don’t even know what’s going on since all the dialogs are alien.” What are you going to tell your audience? “You just don’t understand that that is a gameplay feature. You’re supposed to learn the language!”
The point is we have successes and failures in the game industry and we tend to use those as guidelines. Now I’m very sure that smaller legs isn’t going to ruin his game, but I was simply giving my opinion to lengthen it by a hair. I thought it would look better. Does that make me wrong? I don’t think so.
Well mine, which I would think holds some weight if I were to try the game. Granted the size of the characters legs won’t kill it for me.
As for Titanty’s crotch question, I’d go for the one that doesn’t have the pentagon. It looks cleaner, but then you’d be following my guidelines, and that’s not okay with Amon
Great that you’re thinking this way! I only gave my opinion because your OP was asking for it It’s not a bad model at all, though!