I've chosen to do a version of Dizzy from Guilty Gear X.
Like some of the others I'm gonna try and catalog the process and TOP-SECRET Haz advice and so on
Haz introduced some criteria for us to choose our girl project for the next X weeks.
the basic idea is to take a well-known character/person and match some representation of her ~ 1:1
It's hard for me to articulate why this common task in itself might be a challenge haha.
I know some people who always work this way no problem, but I think we all do art for different reasons and with different goals/ideals in mind.
It's definitely not that I mind working from a concept, or that I think anyone should think the way I do, but it's
just as important to me that someone on the team or that I personally have the freedom to make some decisions if necessary on the idea/design/style/etc as it is important to me for the final piece itself to be awesome. I definitely don't mean to compromise the concept, quite the opposite - Sometimes I feel that having some level of freedom can help allow you to extend the intent of the concept to counteract the natural progression that tends to dilute originally awesome ideas if it's rigidly reproduced. I think ideally each step of the process should take steps to expand upon the previous one... Ugh hopefully I explained my thoughts properly but I'm trying not to run on for thousands of lines of text before even starting on this character ahaha. Lemme know if that didn't make sense!
Anyway based on the course criteria, and what concepts I thought would individually benefit me most, I was super inspired by Dizzy. What drew me were the epic design, dynamic potential, and awesome contrast in character between Dizzy and her 2 opposing wings (1 angel, 1 reaper). The particular concept that inspired me most is – in a way - slightly unfinished to the whole character; she has no wings. That means I won't be making the wings for this course
, BUT it also allows me the relief of artistic freedom in how to extend the concept if I have time to do so (and I intend to)
I gathered as many images as I could and put together the most important ones into a refsheet - I wanted to combine a buncha images that help me with design, readability, style, personality,mood, and whatever personal goals that I hope to maintain throughout the process, but of course I have a bunch more that I'd go through as I narrow in on certain parts.
If anyone knows the original artist of this
awesome concept id appreciate it
Replies
Ishiwatari Daisuke.
I'm ready. Bring it on.
ps. Thanks for some of your Maya scripts, I use them at work
Rens, thanks brosiah, i'll go crazy alright!
STRIKER, man me too and I hope to
hahah ceebee that's actually hella awesome to hear, well i wholly expect my name in the credits! hahah nah I'll try and record at least some portions of it, but I wouldn't want you to explode, that would most certainly break my heart
Stage1: Round 3: 'Visualize your opponent'
edit from original: I did some really quick tweakage to try and address the sleeves, maybe this works better Joe? Thanks a ton for the crits man, any more thoughts and I'm all ears
again looking good
- BoBo
Love the style you're going for and seeing the fox girl earlier today I think you have a great chance of nailing the style in 3D.
Good luck and looking forward to seeing your progress.
if I may jump in before you dash out of the realm where I can offer critique: There are a couple of key transitions/masses that I think you failed to capture in the drawings you've got here.
#1 is her waist! It has a distinct two point curve in the concepts, down her ribcage, which is super feminine and powerful and rad.
#2 is her sleeves! The white fabric is way thicker and the mass is way bigger than in your concept, and it creates this super cool sense of weight when it interacts with the undersleeve(??), I'm sure you'll catch that in your 3d
#3 is her knees! The anatomy is a lot more stylized in the figure and concepts than your drawings. The knee is a sharp disc with some muscles sortof around it, not a bland human woman's knee.
Lastly: Don't use 3d hands, you son of a bitch, that's cheating!
That's some solid advice man, did you go to art school by any chance? Was looking at some courses myself (Apologies for topic derailing)
LOL
Give'em hell !
I love that one you have already. nailed the anime duck footed thing.
Dylan: I'll definitely try and do some more gestural stuff, i think that's really useful to capturing the character itself (and getting some ideas for poses later on)
Joe: you're a champ man, thanks for pointing that stuff out. Hopefully I addressed what you meant but definitely let me know if not
Scythe: hahaha all is going according plan! :poly130:
Stage2: Round 1: 'All your Basemesh are belong to us'
Stage2: Round 2: 'The wheel of fate is turning'
Nice butt, too.
Texturing wise, top notch ! I'd really like to know how you did the eyes
need moar, and don't be afraid to post walls of text, it's always a pleasure to read
1. The part where triceps meets the back muscles(teres major) looks merged together. This might cause problems when skinning later on. I could be wrong though...
2. This is probably just a matter of taste but the hands look a bit big, especially when you compare it to how her head and the rest of the body looks petite.
(3.) I agree about the knees.
Cool stuff though, I can't wait for more updates.
Personally I feel like the head might be a bit small compared to the body? At the moment she's a rough 9,5 heads tall and in the concept she looks petite, but with the small head I get the feeling she's just a very slim giantess rather than a petite girl. Other than that I love where this is going and you really nailed the face!
Kick ass man. looking AWESOME! :thumbup: :thumbup: :thumbup: