Her proportions do not read realistic if that was the intention. Are you trying to make her proportions reality accurate
yes i am aiming for realism but also beautiful in a godly way . please give me some more info to do that , i will work on anatomy . i also want more gadgets and props on her , if you have any pinterest that i can follow , would be really good .
So proportionally, it sounds like you're aiming for what I'd call heroic proportions.
Here's a quick guide to the proportional differences between average humans and heroic humans by Andrew Loomis (EDIT: I'm sorry, @carvuliero), a master figure drawer.
In regards to design, it's really hard to tell right now "who" this character is without some concept on your end or an explanation of what purpose this character has. Is this a pinup? A military official? A waitress? A fashion model?
Good steampunk is more than just adding gadgets to a character. Frankly, a lot of it has to do with actually keeping gadgets to a minimum. I'd argue especially that it will take an understanding of what the future looked like to INdustrial Age residents and designing around those expectations. And even innovating on it appropriately. I caution you to think hard about what your concept is going to be in this regard.mis
@Brian "Panda" Choi thank you for this reference . i think ill go with fashion proportions , ill work on it . as for the who this character is , i have no idea , i liked that dress and thought of making a character in it . but i get what you are saying , i will work on it . thank you soo much . its times like these when i feel i am so fake .
Beautiful woman in a godly sort of way is a rough way to go about it. I typed 'beautiful woman' into Google images and got thousands of different woman. If you type 'goddesses' into Google images you get a whole lot of long haired women with smooth 'perfect' bodies. If godly body means sexy, then that is a whole other set of parameters and women.
It really comes down to having reference. Find someone or something you like the look of and copy it as best as you possibly can. It's not plagiarism, just make sure you credit the original artist and don't make money off of their work. The peeps here on Polycount are really good at looking at your work and your reference and telling you what doesn't match up. The next time you do a similar project you will automatically incorporate some of the critiques into that work.
Even those who create the concepts that a lot of us use, use reference. If they don't its because they have done this so many times that the foundational shapes are burned in their brain.
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Here's a quick guide to the proportional differences between average humans and heroic humans by Andrew Loomis (EDIT: I'm sorry, @carvuliero), a master figure drawer.
In regards to design, it's really hard to tell right now "who" this character is without some concept on your end or an explanation of what purpose this character has. Is this a pinup? A military official? A waitress? A fashion model?
Good steampunk is more than just adding gadgets to a character. Frankly, a lot of it has to do with actually keeping gadgets to a minimum. I'd argue especially that it will take an understanding of what the future looked like to INdustrial Age residents and designing around those expectations. And even innovating on it appropriately. I caution you to think hard about what your concept is going to be in this regard.mis
as for the who this character is , i have no idea , i liked that dress and thought of making a character in it . but i get what you are saying , i will work on it . thank you soo much . its times like these when i feel i am so fake .
If godly body means sexy, then that is a whole other set of parameters and women.
It really comes down to having reference. Find someone or something you like the look of and copy it as best as you possibly can. It's not plagiarism, just make sure you credit the original artist and don't make money off of their work. The peeps here on Polycount are really good at looking at your work and your reference and telling you what doesn't match up. The next time you do a similar project you will automatically incorporate some of the critiques into that work.
Even those who create the concepts that a lot of us use, use reference. If they don't its because they have done this so many times that the foundational shapes are burned in their brain.