07-04-2018, 05:17 AM
Thank you very much for the feedback Fedodika.
After what you and Darktiste said i´m considering throwing the designs back do the drawing board haha. It totally makes sense. Yes, despite the fact that the intent was to avoid "common people" and research by culture, the fact is that the style became too realistic and a bit boring. I´ve sense that i´ve lost some strenght from the sketches to the final.
I´ll do what you´re saying, push the muscle and shape, refine the shape, re-work some designs.
The intent with the italian guy was to provide a "cool vibe" ( like Brad in DOA) taking a fashionable clothing and avoiding at all costs the stereotypical pizza etc stuff. The homeless part was part of his background, not that he´s homeless now. As you´ve said well, pushing his fighting vein would be a good call.
With the japanese guy the intent was preciselly that, make him a low profile yet very proficient user of the kyokushin style, lethal even, blending his traditional style and clothing as he has incorporated his son´s moves as a way to honour him. ( definetely not going on the demon route :P) But what you´ve said is very interesting, bringing a kind of edge to his design. ( he´s like a lethal weapon in disguise)
Regarding the egyptian girl, it was very very difficult to find good reference for an egyptian face that has nothing to do with antiquity. Totally see what you mean, the face seems a bit generic. To be honest my approach was to make a sexier costume but to avoid "offending" avoided it, but i´ll try to go a bit more by heart if i remake the character. ;)
As for jewelry, as the idea was to be a 2d fighting game (sprites), i was trying to be a bit pragmatic. Maybe a clever was to convey jewelry without having to animate a few chains etc.
The chinese, yeahhh i see what you mean haha Failed conveying wide wips to the chinese girl as Chun Li. Treid to make her less "girly" as it is the norm nowadays, too much girly girls in fighting games. It´s not real to see a 2 meter beast being defeated by a fragile girl lol. To be honest i´m not seeing right now a solution for the chinese girl design. A traditional fighter, feminine but not too fragile. Any suggestions?
Haha, did not forget the arm, the dude fights as a normal Taekwondo fighter but has just one arm. I need to shake his dull design though. :P
Precious help man, when we are focused on the project, sometimes we just don´t see issues that need to be tackled. Hopefully i have the time to re work the characters, if so, i´ll post here the result :) Kudos for the time you invested on the critique!
Darktiste- Thanks man! To be honest i´ve made quite a few designs, found proper references for the cultures/ people represented but it became a bit dull. Totally agree, want to convey defined shape and movement, as well as an equilibrium between realistic and style ( not over the top)
Cheers!!
After what you and Darktiste said i´m considering throwing the designs back do the drawing board haha. It totally makes sense. Yes, despite the fact that the intent was to avoid "common people" and research by culture, the fact is that the style became too realistic and a bit boring. I´ve sense that i´ve lost some strenght from the sketches to the final.
I´ll do what you´re saying, push the muscle and shape, refine the shape, re-work some designs.
The intent with the italian guy was to provide a "cool vibe" ( like Brad in DOA) taking a fashionable clothing and avoiding at all costs the stereotypical pizza etc stuff. The homeless part was part of his background, not that he´s homeless now. As you´ve said well, pushing his fighting vein would be a good call.
With the japanese guy the intent was preciselly that, make him a low profile yet very proficient user of the kyokushin style, lethal even, blending his traditional style and clothing as he has incorporated his son´s moves as a way to honour him. ( definetely not going on the demon route :P) But what you´ve said is very interesting, bringing a kind of edge to his design. ( he´s like a lethal weapon in disguise)
Regarding the egyptian girl, it was very very difficult to find good reference for an egyptian face that has nothing to do with antiquity. Totally see what you mean, the face seems a bit generic. To be honest my approach was to make a sexier costume but to avoid "offending" avoided it, but i´ll try to go a bit more by heart if i remake the character. ;)
As for jewelry, as the idea was to be a 2d fighting game (sprites), i was trying to be a bit pragmatic. Maybe a clever was to convey jewelry without having to animate a few chains etc.
The chinese, yeahhh i see what you mean haha Failed conveying wide wips to the chinese girl as Chun Li. Treid to make her less "girly" as it is the norm nowadays, too much girly girls in fighting games. It´s not real to see a 2 meter beast being defeated by a fragile girl lol. To be honest i´m not seeing right now a solution for the chinese girl design. A traditional fighter, feminine but not too fragile. Any suggestions?
Haha, did not forget the arm, the dude fights as a normal Taekwondo fighter but has just one arm. I need to shake his dull design though. :P
Precious help man, when we are focused on the project, sometimes we just don´t see issues that need to be tackled. Hopefully i have the time to re work the characters, if so, i´ll post here the result :) Kudos for the time you invested on the critique!
Darktiste- Thanks man! To be honest i´ve made quite a few designs, found proper references for the cultures/ people represented but it became a bit dull. Totally agree, want to convey defined shape and movement, as well as an equilibrium between realistic and style ( not over the top)
Cheers!!