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This is a bit of a continuation from the last discussion - And, I'm pretty happy with the decision to focus on Characters, but I just wanted to clarify for those who are really looking forward to Animation that when I say 'focus' on creation, I don't mean that I'm not going to animate anymore. It just means I will no longer spend my time 'Practicing' animation.

Me focusing on Sculpting just means that's where all my practice time will go - Every time we create a new character, we will have 'Animation Move-set Polls' here on Patreon, and we will vote on 7 or 8 base Animations that we want to give the character. We'll decide things like "What kind of Idle Animation, or attacks should this character have". Probably find some voice actors to go with it, and release the character as a completed Game-Ready asset.

And as we improve our technique, learn faster/better ways to perfect our art, those lessons will become tutorials - To put it into perspective, Exa for Macrophage has over 120 animations. It took me about 2 weeks to create all those. But next year, we'll probably do projects where each character only needs maybe 10 distinct animations.

So, I hope that clears things up  a bit :)

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Anonymous

Ok, I'm working on the excel sheet for ratios from art and science, and gonna give it a test run this weekend for male and female characters. If successful, what details would You (Mr. Royal Skies) find most or least useful for math modeling a character procedurally?

Anonymous

Also, have you looked at AI voiceovers via, for example, Speechelo?

RoyalSkies

That's awesome, Are the body and faces separate projects? For faces, it would be really interesting to know what the most common math ratios for attractive 'Fantasy Girl' faces are. Like, how big the eyes should be, how long the nose should be. How wide the mouth should be, how big the ears should be, how long the eye brows should be. Those kind of things would be super useful. As for the body, I think for Female, the optimal Waist to Hip ratio, leg, and shin length, and foot size is something I still struggle with. Also, how big the hands are or how thick the neck should be are things I believe a lot of modelers struggle with -

RoyalSkies

I have not, I'll have to look into that since voice actors can get pretty expensive lol