You should look up Alan Beckerâs video on appeal.
Then look at RalphTheMovieMakerâs vid on the minions, specifically when he talks about character design (You should watch the full thing though itâs really funny)
I could give you some tips but itâs late where I am, I just watched a movie and Iâm tired. Maybe Iâll give you some tips tomorrow.
Replying to:PermaHHMMMMMMMMMMMM.
Ok.
You should look up Alan Beckerâs vide
OK Nevermind I suddenly have enough energy.
Character Design doesnât always mean details as some people say, but you do need to have a certain amount of detail to easily get the point across.
The reason I say âGood Design isnât just detailâ is because if all you go in creating is detail, youâre gonna make something cluttered and unfun to animate.
The reason 3D models can have literally millions of Tufts of hair is because you arenât animating the model directly. Most of the time the hair is static, and youâre just animating the skeleton, so as long as you create your model around the skeleton, itâll be easy peasy to animate.
Us StickNoders have it incredibly good, as stick figure animation is significantly easier than drawn/digital animation, Over-detail is definitely a problem in those.
The reason is, youâre gonna have to be animating those details over, and over, and over.
Itâs less of a problem in stick nodes, as you make the figure and enough angles, and youâll be able to use it throughout the entire animation, only ever having to slightly edit it, instead of drawing it a thousand times.
The problem of over detail in stick figures is inflexibility.
The more details your fig has, the harder it can be to animate, and it will always be more inflexible than other figs.
Take EBâs NBC Veteran, itâs an amazing figure, really highly detailed, that fits the tone and aesthetic of the series, Project Landfall.
BUT, if go and mess with the fig a bit, in certain areas, it kinda falls apart. Now these are small areas and EB will definitely be able to work around them, but theyâre generally not as flexible as a base figure.
But anyway Iâm kinda getting off track.
The reason good character design matters, is: 1. It shows care, and it shows that youâre taking this seriously, which will allow people to take YOU more seriously.
2. Itâs more professional. And if youâre a bit ambitious like me, itâs nice to make work comparable to actual professionals.
3. The character will be ten times as iconic.
When you look at Link you think; âBrave adventurerâ
When you look at Samus you think; âSpace Robot dudeâ
When you look at Master Chief you think; âCool space soldierâ
When you look at Solid Snake you think; âFuturistic SWAT police Vet guyâ
These guys are iconic because they have such good designs.
4: Good design is much more flexible story-wise.
I donât wanna brag, but I think my latest renditions of Gyro shows this. Gyro is a demolition specialist. His bright, wide goggles can be easily exaggerated to fit cartoony styles, like JackFlyâs, Gyroâs dark, black and grey heavy design would allow him (With a lot more detail, of course) to easily fit into darker series, like Explosive Bulletâs, And his villainly design would allow him to be a good side villain in series like Epitaphsâs. (EPITAPH PLEASE)
In conclusion, Iâm no expert, but this design (Along with the previous) just isnât good. It tells me Jack s#!t about his personality, powers, backstory, and main living environment.
Dude, just make what makes you happy, cause in the end youâre the one animating it
Thanks cause I donât wanna use this RHG. AT ALL.
One thing I will say, put the claws on the old one
this one is better than your base figure with an enhanced arm, at least this has some kind of detail.
Oo that’s nice. Really like the helmet
If you like it, YOU CAN HAVE IT.
Youâre getting somewhere, maybe your RHG could be some kind of motorcycler, itâs still bad, youâre getting there.
(sarcasm) Gee, thanks.
What’s that supposed to mean?
GEEEEE THAAAANKS
Really?
I don’t have low expectations like you so yeah
I wasn’t talking to you â˘ââ˘
SURE. I DONT CARE. KEEP IT.
Ok…are you ok? With a couple more feats this can be a really good figure.
IM FINE. JUST REALLY ENRAGED.
Why?
HHMMMMMMMMMMMM.
Ok.
You should look up Alan Beckerâs video on appeal.
Then look at RalphTheMovieMakerâs vid on the minions, specifically when he talks about character design (You should watch the full thing though itâs really funny)
I could give you some tips but itâs late where I am, I just watched a movie and Iâm tired. Maybe Iâll give you some tips tomorrow.
OK Nevermind I suddenly have enough energy.
Character Design doesnât always mean details as some people say, but you do need to have a certain amount of detail to easily get the point across.
The reason I say âGood Design isnât just detailâ is because if all you go in creating is detail, youâre gonna make something cluttered and unfun to animate.
The reason 3D models can have literally millions of Tufts of hair is because you arenât animating the model directly. Most of the time the hair is static, and youâre just animating the skeleton, so as long as you create your model around the skeleton, itâll be easy peasy to animate.
Us StickNoders have it incredibly good, as stick figure animation is significantly easier than drawn/digital animation, Over-detail is definitely a problem in those.
The reason is, youâre gonna have to be animating those details over, and over, and over.
Itâs less of a problem in stick nodes, as you make the figure and enough angles, and youâll be able to use it throughout the entire animation, only ever having to slightly edit it, instead of drawing it a thousand times.
The problem of over detail in stick figures is inflexibility.
The more details your fig has, the harder it can be to animate, and it will always be more inflexible than other figs.
Take EBâs NBC Veteran, itâs an amazing figure, really highly detailed, that fits the tone and aesthetic of the series, Project Landfall.
BUT, if go and mess with the fig a bit, in certain areas, it kinda falls apart. Now these are small areas and EB will definitely be able to work around them, but theyâre generally not as flexible as a base figure.
But anyway Iâm kinda getting off track.
The reason good character design matters, is: 1. It shows care, and it shows that youâre taking this seriously, which will allow people to take YOU more seriously.
2. Itâs more professional. And if youâre a bit ambitious like me, itâs nice to make work comparable to actual professionals.
3. The character will be ten times as iconic.
When you look at Link you think; âBrave adventurerâ
When you look at Samus you think; âSpace Robot dudeâ
When you look at Master Chief you think; âCool space soldierâ
When you look at Solid Snake you think; âFuturistic SWAT police Vet guyâ
These guys are iconic because they have such good designs.
4: Good design is much more flexible story-wise.
I donât wanna brag, but I think my latest renditions of Gyro shows this. Gyro is a demolition specialist. His bright, wide goggles can be easily exaggerated to fit cartoony styles, like JackFlyâs, Gyroâs dark, black and grey heavy design would allow him (With a lot more detail, of course) to easily fit into darker series, like Explosive Bulletâs, And his villainly design would allow him to be a good side villain in series like Epitaphsâs. (EPITAPH PLEASE)
In conclusion, Iâm no expert, but this design (Along with the previous) just isnât good. It tells me Jack s#!t about his personality, powers, backstory, and main living environment.
–
I rate it an F