NoContest Wrote:i would say i like your original proportions a lot! because it something different on this forum and seeing someone with their own art style always gets me excited for their work! maybe add playshapes boobs to your Zelda.
Don't worry, as I said I just used Playshapes proportions, that's all.
Zeus Kabob Wrote:The occipital protuberance (back the the skull) is proportionally very small. On this model I like it, but it's something to consider when shading and coloring, as it can easily fall into the uncanny valley.
Got it, and modified it. I made a quick Peach sketch to show this could be easily disguised with hair. In fact, I think it has to be smaller so it won't interfer with hair or other elements during animation. For exemple, Playshapes models only have a face object, not even the skull. In general, I used some tricks thinking about animation, but you're right, realism should be considered, as I made the body parts with a realistic topology.
Zeus Kabob Wrote:The butt on the profile has a distinctive fold where the thighs start. (maybe this is why so much work was put into Bayonetta's ass) This might disappear with the coloring and whatnot, but during animations it could become an issue.
Oh ok, I just used it as a reference, but of course it will be much smoother when vectorized and cleaned.
Zeus Kabob Wrote:Love love LOVE the butt and great use of contrapposto on the 3/4 back model, but the head is turned too far. Turning it back about 15 degrees (maybe 20 or 25, I'm bad at eyeballing that kind of thing) would help her look straight forward.
Yeah, contraposto on women are the best
. I just turned her head a bit so I could cheat on the whole body apparence, and make a good view of the back (butt), and a good view of her head, you know,just to see her nose or something sexy. But I changed it a bit too.
Zeus Kabob Wrote:The model facing the viewer looks excellent, but I think it breaks the style a bit. She looks like she's leaning too far forward compared to the rest of the views (profile in specific), maybe it's the shoulder angle?
I think it's due to the arms, which are in front of the whole body whereas they are in the middle of the legs in the side view. I made them in the foreground so I could draw them entierly. You'll see some body parts are crossing, or seem transparent, but it's just a way to see all my body line.
Zeus Kabob Wrote:All in all, it's absolutely excellent work. If these convert easily to vector models that can be animated, I'm quite impressed.
Oh and a couple things on Zelda: her lips look a tiny bit off to me, and her left shoulder looks like it's sitting too low.
Thanks mate!
About Zelda : everything on her is irrelevant now because she was based on my previous stylesheet
And here is the new modelsheet :
Oh, and I forgot to say : these "extra" views (3/4 front & back, front & back) have just one fonction : to create more realistic sex poses. So, please see them more like detached body parts and legos blocks to create every pose you'll like. The basic Playshapes Krystal (or old Zelda, Peach or others) body cannot permit it. I have to say the tricks he used to create various sex scenes are pretty impressive, but has it's limits. That's why I decided to add some new possibilities. I'm a big fan of the 2D side view style and prefer the original LoK gameplay (mario-like), but adding some new body parts adds new opportunities.
Thanks again for your comments
Next step : vectorizing body parts to see if everyting works in various poses