chipperwhale:

I’ve been preaching this for years, but maybe a...



chipperwhale:



I’ve been preaching this for years, but maybe a visual will help.


This is such a common flaw in games,comics,media that it makes me sick. Game companies such as valve have put out many documents explaining the importance of silhouette in a character design. Being able to recognize a character from a distance is important. They’ve released pages on how much time and effort is put into the Tf2 characters.


Yet even in Dota all the women fall into the same silhouette, plus or minus a tiger they ride or an article of clothing that sets them apart.


Variation in body silhouette is a fun and expressive way to challenge yourself as an artist. I can make everyone of these women sexually attractive, but the REAL challenge is making them unique characters whos sole trait isn’t her sex. Honestly it’s laziness on their designer’s part. *cough*


I look forward to seeing monster/alien/ animal/ whateverrr women in varying shapes and sizes.



I sincerely thought I had gotten much better at female body variance when I was doing Girly, lol. It’s pretty embarrassing to look back on, though I really did try, even if it wasn’t hard enough.


Oddly, my guy variance has always been a little worse. I’m still kinda struggling on it a bit with You Suck. I feel like I’ve been forcing it sometimes and that’s how we got Leatherby’s hairstyle.


Doesn’t help that I never really learned how to draw anatomy the right way.


But anyway, what ovens said!

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Published on November 10, 2014 17:51
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