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Last time we talked about the art for the full-body drawing, and that’s the topic of today’s devlog as well. Based on your love for the tilted/angled view, I felt I had no other choice than to pursue this and see where it could lead me.

I will try to break down each view, and where I ended up with it both artistically and mentally.

Doll-like: Initially I really liked this. The more aggressive stylization seemed to offer a good excuse to push things a little bit further. To my surprise, your response to it was neutral to negative, mostly citing that it didn’t feel ‘Albatross-like’ or ‘Bubblegum Sunday-like’. This feedback initially didn’t work for me as I felt I could make it work, but over time it too began to align myself with this feeling. It didn’t take long for me to completely fall out of love with the idea. I also realized I would need to stylize all characters in this way, and I did not see how I could make rough male characters in this style. The doll-like view had one major ace up its sleeve though: it showed everything beautifully. A decent neutral pose (although stiff), plenty of room for expanding hips and finally: it showed a great view of the shoes, which the original did not. In the end I did not go any further with the doll idea, but took what I learned posture-wise and used that for future attempts.

(Clothes made it a little better, but I had now decided I wanted to keep the realistic approach)

Angled view: This one was the crowd favorite, which came as a big surprise to me since I had little love for it. In theory it seems perfect, since it shows so many things in just one pose. In practice however, things weren’t the same. I didn’t like how the character didn’t feel centered on screen, how she wasn’t really making eye contact, and after many failed attempts, I came to realize I could not work out the arms on this pose at all. (I’d like to quickly mention that I refer to my model as she/her, but you will free pronoun choice). One thing broke the camels back on this idea though: Hip expansion looks atrocious on it. Because of how the hips are angled, you see very little, and thus it almost feels insignificant to have wider hips at all. This really bothered me, and that made me not want to work on it any further.

(Lack of being able to connect with this view emotionally and the weak hip changes visually made me scrap this design)

I had a new idea. Let’s use the doll pose we have, which we know ticks every box we need, and use a more realistic body shape to bring it all together!

I had renewed energy, and this seemed like the ideal solution. I also approached this one from the opposite direction. I knew I disliked the hips on the angled view, so I wanted to make sure I was really happy with them for this one. So instead of starting her skinny and ending with the thick version, I began with the thick version and worked my way back. This turned out to be a really great way to work, since it helped me find much better proportions (many of you pointed out I was drawing my characters too tall). Once I got this on the page, I felt really happy and accomplished. But once again, side by side with the original, something gnawed at me. The original had such a natural pose, whatever I had here was really stiff feeling. On a side note: the original BGS also has a fully symmetrical body and face, with only the details like clothing and hair, etc, to break it up. I’d say nobody would look at the old BGS and say “Wow this feels symmetrical”.

With this in mind, I figured I’d try a little trick and sneak in a little ‘contrapposto’ to give her some pazzazz.  Giving her shoulders and hips a 3 degree tilt in opposite directions did quite a it to her posture, making it feel more casual and a little more relaxed. However, compared to the original, it still seemed stiff and rather undeveloped. I was getting pretty frustrated at this point. No matter what I did, I could not seem to overcome my initial attempt for the art. I decided to come at it logically: I knew I had scrapped the doll-like approach and the angled approach, since both had too many downsides to justify them. I had this newer version which seemed close, but no cigar, compared to the original attempt. Well, I figured: Let’s combine what works with these two and blend them together. I know it seems like a lot of work for a problem like this, but actually, this is a really important thing to figure out. This pose is so crucial, I would compare it to getting the jump in the original Mario right (which took over a year to fine-tune). This is my absolute base for the art. If this isn’t perfect, everything else will suffer. This is why I am so incredibly stubborn and demanding of this piece of art. 

(The result of taking the doll-like approach and making it more realistic. Close, but no cigar)

One more thing I’d like to mention about the art side of things is the size of the artwork. It’s hard to explain, but I think a picture might help make it a little more clear. Each head is shown at 100% zoom value, this means that the pixel density of the artwork is the same as my screen. This clearly shows how large the head is of the original BGS art. Bigger head means that more detail can be put into the art, but it also takes more time. The middle one was my original attempt, with the left one being my last attempt for body art. As you can see, they get smaller each time, and not without reason. New BGS will have a complete visible body, whereas BGS only showed a torso. If I would draw the art for this game at the same resolution, there is no way I could ever get this project anywhere near done. I want to simplify the art style, so I can add many more clothing options to the game. This means downsizing the art to compensate. The middle one might appear smaller, but compared to the original, it would still take more time to make art as the total image is still bigger. This is why I wanted to try working even smaller. The problem is that you cannot just downsize by any amount. You always have to go twice smaller (50% original size) or twice larger (200% original size). The small one would mean less detail (and less reason to zoom in) but many more clothing choices, whereas the one in the middle would offer the opposite. It’s a tough problem, and I’m still tackling it. The future will make it more clear how long exactly it would take to make a piece of clothing.

(My final rough attempt at merging everything I've learned together. This needs more work, but it feels pretty good)

Finally, Vivien (our programmer) has made progress with the camera functionality. Most people seemed happy with controls but pointed out it felt a little claustrophobic. This is because as you zoom, you lose the ability to go left and right (and losing out on background to look at). We did this initially because it seemed logical to keep the focus on the character and make sure she was always somewhat in view (zoom in on her hand and you’ll see how it appears centered on it). We realize now this gives a confined feeling, and we’ve undone this change. You will now be able to explore the full background, regardless how far you are zoomed in. We’re also looking at making changes to the double-tap functionality, which currently always zoomed out completely. In the future it will zoom out in steps, which will allow you to go from the furthest zoom to the portrait zoom, and only then showing the full view.

(Notice how in the After the No Parking sign is fully visible)


As always, I truly appreciate all the support and feedback you give us, thank you.

Alba & Vivien

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Comments

Dollop

I like the direction you're going with it, I much prefer the forward view doll shot, and the slight cock to the shoulder and hips does wonder. I forget if its on the menu, but I'd still love to get a back view.

Sendahlove

The current posture is a nice compromise, however I pity the extra work involved in creating clothes for this posture.

Omega Novaios

I definitely still prefer the angled view. It just gives the most immersive feel, especially when taking a 3-dimensional perspective. In my opinion, since the front view only exhibits the X and Y axis you have maximum viewership of hip alterations but minimum viewership of buttocks alterations (Z axis needed for this). I'm not an artist and haven't attempted this myself, but I would imagine that the combination of alterations to hips and buttocks would have more versatility with the angled view, although it may be more difficult to display that than with the front angle. Also, I'm considering the display of genitalia and that seems like it would have much more versatility and detail with the angled view as it naturally includes a more 3-dimensional display with proportions of the character pose. I love the pose used in the angled view, but I'm not crazy about the one in the front view. In particular, the part that throws me off the most is how both feet point towards each other. The appearance is much better in the bottom image in this regard as there is more depth perception in the display, but I still prefer the foot pointing outwardly rather than inwardly.

Anonymous

I'm loving the final rough attempt at the front view too, I think that looks just as good as the angled version and even looks more natural than the original front view that's currently in the unity build. I think this is more than a good compromise. However, I do still love the angled view. It's fully up to you of course and I don't know the full amount of work and trial and error you've put yourself though to try and get it to work but I do have some ideas on how you could get the angled view to work a bit better. I'm sure you've tried all of this and more so feel free to ignore them haha. With the head/eye angle, you could have her head facing front and eyes making eye contact and still have the body angled and that could still look natural. Alternatively you could have her face still angled but have her eyes looking at the player. You could also have her torso slightly twisted to have her upper body facing front a bit more, along with the previous options, though that would likely make making clothes a bit more difficult. With the arms, I still feel that a possible solution would be to have her right arm down as it still is but have her left arm up, bent at the elbow in like a V shape so it's a bit more away from her, sort of as if she were holding a purse or bag at her elbow (which would mean you could even add those in as accessories). It would create a more dramatic pose, but it would give you more room behind her to work with the hips/butt view better. Having her arm up and pointed kind of away/behind her would also give her more on that side of her, which might help make her feel more centered on the screen, especially with certain possible clothing/accessory options like certain skirt styles or butt accessories much like the tail in your Ludos Halloween art. As for the hips themselves. A possible solution for making changes to them more visible would be to just make the changes more drastic. You could also make the top of the hips rounder on bigger sizes, the bigger the rounder. Which definitely would look more "enhanced" and less natural, but it could still work. Also adding more to the butt, assuming butt changes aren't a separate thing, could also help make the hip changes more obvious. Finally, another possible change you could make is her right leg posed differently, such as bent at the knee somehow, or turned in slightly, or both. Just enough to close the gap and pull that right side of her body more center, you could still keep her foot on the ground so it wouldn't mess with clothes too much. This again could help keep her centered on the screen. I understand that all of this would be a lot of work and could potentially make making clothes more tedious but I do think you could make it work. But I want to reiterate, I'm loving the rough draft of the new front view a lot and that is definitely a good option, even if it means we don't get a back view or better side profile for genitals or whatever. It is ultimately up to how you want to do things and I think I can speak for everyone when I say we all have faith that whatever you end up on will be perfect either way.

Anonymous

Last one is a great iteration in my opinion and I am still torn about the “knock-knee” doll one. But, I know for sure that I really do not like the angled view, as you said, it is really hard to feel connected to it. People seems to praise it as it reveals more “details”, but I would say it encourages “lazy thinking”. I think part of the challenge is to find what to left out for people to imagine and fill the blank. It's this process that unconsciously helps people getting more involved with the game and/or character. I do hope that people know that it is not a just “new” way to look at your character but the only way there will be. In that regard, bilateral symmetry is quite important, yeah sure – we do not see the whole profile, visage/body depth, but if the bilateral symmetry case is checked, you feel more at ease and the rest is pretty easy to guess out. Otherwise, I fear that each clothing/transformation stage will be even more a matter of individual opinion. I am really thankful for how much you let backers into your creativity process, but when I see some strongly opinionated answers it also worries me a bit. I will spare you the overused Ford misquotation about “faster horses” when weighting feedback vs creativity. Nonetheless, I do see a lot of good sense in your analysis and I found this good sense not really echoed in most opinionated answers. For instance, one thing you underlined (and I do not see enough in “pure pose comparisons”) is the time each asset will take. Maybe I am biased, as I would've lived just fine with an “ol'upper body Bubblegum Sunday” with steadily more assets but I'm pretty sure a lot of people overlook this point. It reassures me a lot to see your approach to quality and reminding people that once a bar is set it's set. Thanks for your work, I do not know if my piece helps you, but as the creator of Bubblegum Sunday you have my support whatever decision you take.