Art and freakily proportioned game models *spawn

I like his art. I just don't think it works particularly well outside the realm of his paintings.

I believe its the specific 3D artists to blame. I checked some of his work just now out of curiosity....They are way out of proportions even by the original art standards.
The head is bigger in his art. The head and eyes are very important areas in female japanese characters. Here they were diminished
 
The trademark thing about his particular style of drawing is a near constant use of extreme perspectives and - in many cases at least- something resembling a fisheye lense. Unless you take this into account when modeling, you'll inevitably end up with a character that looks messed up.
 
It amazes me how many polygons Tecmo allocates to its character models. I think its overkill considering the style of their character art.
It certainly doesnt show. DMC4's models looked more detailed than Ninja Gaiden 3's, Tekken Tag 2's characters also look much higher in terms of geometry compared to DOA but its actually the other way around and by a long shot

Bells and whistles is usually what's doing it. the knot on Momigi's back is actually more polys than her arms. and also, In the aspects of performance, raw geometry can out perform textures... especially when you're working with limited memory. when you enable HD texture sizes with detailed surface maps (and ect, along with the frame buffer size) you're usually cutting your performance 40%.

Hmm, not so bad compared ot his usual art... Oh, wait, what's this?

AHHHHHHHHH TINY HEAD TINY NECK TINY HEAD TINY NNNNNNNNNEEEEEEEEEEEEEECK

Okay, seriously, the proportions were almost semi-realistic(As in not 100% outside of the bounds of reality) until you got above the shoulders. :(

I believe its the specific 3D artists to blame. I checked some of his work just now out of curiosity....They are way out of proportions even by the original art standards.

The head is bigger in his art. The head and eyes are very important areas in female japanese characters. Here they were diminished

Realistic my ***, this is a doll.

The trademark thing about his particular style of drawing is a near constant use of extreme perspectives and - in many cases at least- something resembling a fisheye lense. Unless you take this into account when modeling, you'll inevitably end up with a character that looks messed up.

Even though Hyung's Art is considered "korean anime" it's still follows in the same footsteps of "Japanese anime". (with big eyes and thin necks to represent the youth of a character.)
In game version of Melissa from Magna Carta 2

In a sculpting sense, 3D anime models usually are not too far aways to actual models sold in stores. (and it goes vice versa) example 1 , 2, and 3.
And If you striped all of their hair and detail to a basic mold, you will be left with basically an Alien.....(example) (no conspiracy intended.:smile:)
 
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So basically we agree that the 3D model is wrongly modeled compared to its "anime" counterpart. Right?
 
So basically we agree that the 3D model is wrongly modeled compared to its "anime" counterpart. Right?

.......:no:

The art of choice for Magna carta 2 (mind everyone) is "bishoujo". (Adult bodies with youth like faces.) It's unproportional, but it's not out of the norm to the artist.

for the really tall characters, even Blade and soul shows the same for it's models.
http://www.animetoshokan.org/forums/uploads/gallery/album_11/gallery_1_11_1355286.jpg
http://game.ppblogs.com/files/2011/09/blade-soul-01.jpg
even the figurines of the first game show the same.
http://www.ebay.com/itm/Rith-Magna-...-Kit-Anime-Model-Yetiart-Figure-/270594985719


his art is very peculiar no doubt about that with his sizes and all. http://www.rpgamer.com/games/magna/magna2/art/magna2016.jpg
Though the CGI of the first Magna Carta was a lot different.
 
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Everyone's free to have bad taste and produce ridiculous art...

Beetlejuice-beetlejuice-the-movie-1081504_848_477.jpg
 
It's actually just a style of art that's what it is. gears of war and Dragon's Crown have their own.
 
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.......:no:

The art of choice for Magna carta 2 (mind everyone) is "bishoujo". (Adult bodies with youth like faces.) It's unproportional, but it's not out of the norm to the artist.

for the really tall characters, even Blade and soul shows the same for it's models.
http://www.animetoshokan.org/forums/uploads/gallery/album_11/gallery_1_11_1355286.jpg
http://game.ppblogs.com/files/2011/09/blade-soul-01.jpg
even the figurines of the first game show the same.
http://www.ebay.com/itm/Rith-Magna-...-Kit-Anime-Model-Yetiart-Figure-/270594985719
These models appear to be more faithful to the original work of the artist unlike the previous shot which looks creepy
 
I'm really hoping that's not the final Zoe. She was much more attractive in Dreamfall. I don't see anything particularly wrong with the neck, though.
 
I don't know why, but necks seems to be really hard on modellers. In particular, I seem to notice more and more "giraffes" as graphics become more photorealistic. Here's one from the ongoing TLJ: Dreamfall Chapters kickstarter.

575a47a2a0f2fc77205cbf5f65d80db9_large.jpg

Her head is angled back and she is looking upwards. It's the perspective that makes it appear like her neck is disproportioned. She probably still has a long neck, but no longer than i've seen for many young-ish looking females in reality.
 
Yeah, maybe.

Looking at it again on a better calibrated monitor, her shoulders stands out more from the background and lessens "giraffey wrongness" reaction I had to it initially. Still think her neck is too long, though.
 
Bayonetta comes to mind for having a strange figure. Everything above her chest looks shrunk.
 
Hmm, not so bad compared ot his usual art... Oh, wait, what's this?

AHHHHHHHHH TINY HEAD TINY NECK TINY HEAD TINY NNNNNNNNNEEEEEEEEEEEEEECK

Okay, seriously, the proportions were almost semi-realistic(As in not 100% outside of the bounds of reality) until you got above the shoulders. :(

It looks like the modeler's fault. If I look at the monochromatic model, the head size looks just right. But if I add color to the hair, the head size becomes smaller because the "hair volume" was not accounted for. If he had modeled the character bald first, then add hair over, it should look more natural.
 
The thing I noticed most about the Kingdom's of Amalur demo player model was the shrunken head. I though it was just cheap, lousy artwork, and not an actual style. I'm quite frankly scared that such ridiculous proportions can be considered a preferential aesthetic. :runaway:
 
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