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Fighting Games And Dated Design Site Boards.fireden.net

Post character designs you really like/really don't like. Then we discuss what we feel makes them work/not work.

Anonymous

Anonymous No.5466816 Report

For example, I think Pyra from Xenoblade 2 has a shit design. It's purposelessly busy. The lines on the clothing serve no function beyond aesthetics and tell us nothing about the world or the character. Meanwhile Akira from Rival Schools also has an equally busy design, but many of the elements serve a function that helps you better understand the character.

Anonymous

Anonymous No.5466821 Report

There was definitely more restraint in older game designs due to its technical limitations.
Maybe it's just my age and bias, but I do think more recent games tend to go overboard with their busy designs, which lack the decisive clarity you'd see more in older characters.

Perfect example I can think of atm, are the King of Fighters characters from 14. Once they moved to 3D, they realized they could add all these details since they didn't need to draw them.
And the new characters mostly (some are alright) look inferior to the classic ones.

Anonymous

Anonymous No.5466837 Report

>>5466821
You're completely right on KoF. Old SNK has some of my favorite character designs of all time, but now they put out shit like this dude on the left. What the hell am I supposed to take away from looking at this character? Is he a mall cop DJ? What's with the jacket cape? Compare this to Iori who has a very simple color palette, a unique silhouette, and a design that quickly informs you of who he is.

Anonymous

Anonymous No.5466876 Report

>>5466837
As Sakurai said,
"Whoever created this character must be a genius!"

Anonymous

Anonymous No.5466904 Report

Anything from this oddly popular chink BOTW ripoff (I admit the enemy/NPC designs are actually cool, it's just the heroes that are really meh)

Anonymous

Anonymous No.5466906 Report

>>5466821
Okay, I've got a design example that I really like that actually does incorporate details.
But I think the trick is that the details are negligible when translating them into lower res pixel art, while being able to show off in promotional illustrations.

Anonymous

Anonymous No.5466911 Report

Quoted By:

>>5466904
Hard to knock (see what I did there?) miHoYo's capabilities to create good art.
I think their other game, Honkai Impact also had some good designs (at least when it comes to the genre and space they're operating in)
I find that their designs in general aren't as egregious as some of the mobile gatcha games I see everywhere.
I guess there's a reason why they're so popular.

Anonymous

Anonymous No.5466912 Report

Quoted By:

>>5466904
I've noticed that a lot of Chinese games do the whole "slam a shit ton of detail on this generic anime character" a lot. I'm not sure if that's because China has more of a tradition in extremely intricate designs when compared to traditional Japanese art, or if they are just shitting out designs as fast as they can and not thinking about the actual quality of the product/

Anonymous

Anonymous No.5466914 Report

>>5466816
>>5466837
>>5466904
I think animefags are suckers for mUh dETaIL. they like to just put things in there to look cool without really thinking about what any of those are there for.

A lot of my animefag friends would go WOAH whenever they see a detailed anything even if those details don't make sense.

Anonymous

Anonymous No.5466922 Report

>>5466914
What I always found interesting was that the manga that turn out to be very successful often are also the ones with the more unique visual styles. The homogenous stuff seems like it tends to fall to the wayside.

Anonymous

Anonymous No.5466929 Report

>>5466876
I wish I was smart enough to come up with a character as cool as Geese Howard.

Anonymous

Anonymous No.5466933 Report

Quoted By:

>>5466929
Such an iconic design.
Along with iconic lines.

Anonymous

Anonymous No.5466943 Report

>>5466914
In a similar vein, I find that WoW & Diablo 3 had an issue (at least based on my personal tastes) where everything became tacky and overdesigned as you get better gear.
The baseline designs are fantastic imo, but the max level set gears, etc have some of the craziest, outlandish silhouettes and thingamabobs tacked on atop one another.

Every time I see someone's max level character, it's an eyesore.

Not sure if this is a western thing where, 'bigger is better', 'more is good', type of mentality.. But every legendary item would have to look 'unique'.

Of course, many Asian games have a very similar problem in their own ways with the never-ending conundrum of how to portray something that is better than it was before and then the next level, and then the next level, x 100

Anonymous

Anonymous No.5466986 Report

Quoted By:

>>5466943
Yeah, that's definitely an issue. It doesn't help that 99% of people have absolutely no taste when it comes to character customization.

Anonymous

Anonymous No.5466988 Report

>>5466837
nEW BAD olD gOOD

Anonymous

Anonymous No.5466989 Report

>>5466816
>The lines on the clothing serve no function beyond aesthetics and tell us nothing about the world or the character.
You think you are smart but you seem to know little of the actual character or its "world"

They covered the boobs to appease some stupid legal guidelines of breast nudity and because most of the time she will be shown from chest up so it is not visible that she barely wears anything under that. Her outfit is fitting because she is not human she is an artificial construct, basically an anthropomorphized half-robot-half waifu-half-bullshit magic weapon that looks like a sexy waifu for obvious reasons. There is nothing else for her clothes to convey because that is what she is supposed to be, some bullshit magitech construct with pretty smooth flashy metal gits that is stored in a box, not a real person with a past or a culture or a personality. She grows as character during the story as it should be.

You did not even talk about colors. Her complementary red-green colors are a textbook choice and fit well together decorated by some minor gold. The red pops out very well from the character cast that is dominated by low saturated blues and greens to show that she is very different from them since she is not human but a construct. She also pops well out of grassy and natural backgrounds that dominate the game world. Red and also complements that she uses fire element.

Then she wears a bobcut hair which makes her look more childlike and reserved which goes well with her backstory of being sealed away for a long time and also goes well with her personality of being kind but very doubtful in herself. In contrast to Mythra who is the same character but a different personality with looks, and colors. The two actually are tied together in one body but you also conveniently glossed over that

There, something for you to think about. Have your Dunning Kruegers checked

Anonymous

Anonymous No.5467005 Report

I've been struggling with keeping designs simple, no doubt due to my JRPG brain rot, but every time I lose sight of my goal, I look at this majestic lad.

A fun game I like to play is to count how many changes I would make to make it tolerable.

Anonymous

Anonymous No.5467014 Report

Quoted By:

>>5467005
I remember seeing this image some time back, but it's only now it's come to my attention that he's wearing heels.

Anonymous

Anonymous No.5467020 Report

I guarantee people who write think piece about character design like Guilty gear designs which is ironic

Anonymous

Anonymous No.5467026 Report

>>5466988
Not always. Nightmare's design in Soul Calibur 6 is objectively better that Soul Calibur 4's design.
>>5466989
You don't understand. My point is that it's needlessly busy. Why does she have pointless straps coming off her hips? Why does every color have to show up on every part of her design? Every part of the character has a similar level of visual complexity. Good design leads the eye. Two of the best ways to do this are by interspersing visually complex areas with visually sparse areas. Another is to create focal points by applying a highlight color to a specific part of the design. So not only does Pyra's design have little to no practical function or general diagetic reasoning to be the way it is, it completely ignores the concept of leading the eye, causing your eyes to sort of glaze over when looking at it instead of focusing on a handful of points the artist thinks are important.

Anonymous

Anonymous No.5467031 Report

>>5466837
what is the right character suppose to be? I never played it

Anonymous

Anonymous No.5467034 Report

>>5467005
Sometimes art beats design. Look at Amano. His designs are busy, but unified in an aesthetic. Even if it's cluttered, you immediately get a sense of what kind of world the character lives in, and that grounding into a setting helps sell the aspects of a design that under normal situations would be less successful.
>>5467020
Depends on the design. I think the Valentine characters look idiotic, but Faust in Strive looks great.

Anonymous

Anonymous No.5467037 Report

Quoted By:

>>5467005
Maybe something like this?
I didn't even add anything on my end.. Just got rid of what's already there.

Anonymous

Anonymous No.5467040 Report

Quoted By:

>>5466906
the details are negligible even on your pic tho.

Anonymous

Anonymous No.5467042 Report

>>5467026
His SC6 design is heavily based on SC 3/4 design. They fucked up and just reverted it back.

Anonymous

Anonymous No.5467044 Report

>>5467031
Rival to the protagonist. Shares a similar color scheme, but with the added red. His clothing is clearly formal, showing he is well off, but he wears red leather pants and a choker showing that he is a bit of an edgelord. He also has an atypical silhouette. He's tall and lanky. The slightly unnerving nature of his proportions causes your brain to automatically see him as different from the norm.

Anonymous

Anonymous No.5467047 Report

>>5467031
It's a fighting game that originated from the 90's.
Iori's debut was in 95.
https://www.youtube.com/watch?v=NPS48hFirqg

Nowadays, the whole anime edgy boy is meme'd on... But back then, this was super fresh. I remember just being blown away by his cool factor as a kid.
Of course, my tastes and standards have shifted as I get older (and older and older)
But I think his design still holds up pretty dang well.

They changed up his design in the most recent iteration... And I think it looks nice and up to date with more 'modern sensibilities' (of course, not all will agree to my sentiment there)
https://www.youtube.com/watch?v=XeAg8B2Vyeg

Anonymous

Anonymous No.5467049 Report

>>5467034
>Depends on the design. I think the Valentine characters look idiotic, but Faust in Strive looks great.
Faust is good. I really like Giovanna too. A lot of the gg designs feel like something an edgy high school weeb would draw, but some of them are really nice.

Anonymous

Anonymous No.5467050 Report

Quoted By:

>>5467042
They are, but the torn cape looks like it was pulled from the SC4 design moreso than anything else that came before.

Anonymous

Anonymous No.5467054 Report

>>5467026
>Why does she have pointless straps coming off her hips?
without that that region becomes very empty tho

Anonymous

Anonymous No.5467055 Report

>>5467049
I forgot to mention Giovanna. I agree she looks great.

Anonymous

Anonymous No.5467068 Report

>>5467054
It's good for a design to have empty regions. That allows the important parts to get highlighted. Look at >>5467055
And see how the pants being so plain draws your eyes to the parts of the design the artist intended to highlight. That's not to say a design can't be detailed. Look at the right design here >>5467026 . The armor has a lot of detail, but it's almost all blue. This causes you to focus on his big arm and eyeball sword which are explicitly not blue and are also the key features to quickly understand what the character is.

Anonymous

Anonymous No.5467072 Report

Quoted By:

>>5467044
>>5467047
I see, the contrast between character designs really tells a lot.

Anonymous

Anonymous No.5467079 Report

>>5467026
>Why does she have pointless straps coming off her hips?
to draw your attention on her hips and see the bare skin, so sex appeal.
>Why does every color have to show up on every part of her design?
It has ZERO blue hues barely any yellow just some greens, it is dominated by red hues with some complimentary glow saturated green and some gold/yellow making it a textbook triadic color scheme.
>Every part of the character has a similar level of visual complexity. Good design leads the eye. Two of the best ways to do this are by interspersing visually complex areas with visually sparse areas.
But it does. Her arms are bare, her thighs are bare (pun intended) her thigh-highs are plain her face is bare and her hair is simple. There are clear places for visually plain areas, the only part you could argue is the sword and the chest area but even on the chest it is deliberate to pull the attention on the boobs and cover the rest. The sword I will agree on.
>Another is to create focal points by applying a highlight color to a specific part of the design.
It has clear focal points using the green crystals that are arranged purposely on the wrists, shoes, chest, thighhighs and tiara. The straps you complained about also lead the eye back to the body so do the scarfs-things so do the gold colored parts that are mostly arrange around the head and shoulders framing the face. Showing bare skin on arms is also way to catch the eyes. Nothing around her head and face has any bare skin either making it easily pop around the darker red colors.
>So not only does Pyra's design have little to no practical function or general diagetic reasoning to be the way it is, it completely ignores the concept of leading the eye, causing your eyes to sort of glaze over when looking at it instead of focusing on a handful of points the artist thinks are important.
There are clear parts that grab the eye and lead the eye using colors, brightness and sex appeal. Stop crabbing.

Anonymous

Anonymous No.5467086 Report

>>5466922
Powerpuff girls was also hugely popular in Japan, as was the Donkey Kong Country cartoon and the first season of Beast wars. Meanwhile Avatar the last Airbender infamously didn't do that well.

Anonymous

Anonymous No.5467103 Report

>>5467079
I'm sorry your favorite waifu has a bad design. I look back at it after you say that the green highlights aspects of the character, and see green on her head, chest, torso, hands, thighs, feet, and sword. That's highlighting everything, which in practice means that you are actually highlighting nothing since you are treating everything with an equal level of detail and focus. When I say "every color", I mean every color in her design. Every article of clothing is light red, dark red, black, gold, and blue-green. A good design would choose limit the palette in certain areas to better draw your eye to other areas. There's so many choices made that go against What we know about the importance of leading the eye. It just goes to show that you can slap a pair of tits on something and some people will overlook what could be better. I definitely don't see people defending Rex's design and it's just as bad as Pyra's.

Anonymous

Anonymous No.5467107 Report

>>5467068
>It's good for a design to have empty regions
yes, but I am saying that it would be empty in a detrimental way,

>see how the pants being so plain draws your eyes to the parts of the design the artist intended to highlight.
which parts are the focus? honestly my eyes just went up and down

Anonymous

Anonymous No.5467125 Report

Quoted By:

>>5467107
The design has two general areas of concentration. The chest/head and the feet. The suspenders frame her chest, and your eyes are drawn from her cleavage to her face and back. Her shirt share the same colors in the same proportions as her shoes, and since she is a fighter that does a lot of kicks, it's impoetant that her shoes stand out against her pants, and they do so in both in color contrast and the concentration of visual detail. The clothing also tells a story about who the character is. She's wearing work clothes, but in a more casual fashion than you'd expect. That tells you that while she has a job to do, she isn't all business when it comes to personality.

Anonymous

Anonymous No.5467126 Report

I liked what DMC5 did with the returning characters except for Nero. With the new haircut and more uniform blue color compared to the mix of both red and blue in his old design, I think the intention is to show that he's become more emotionally mature since DMC4, but I feel like it makes him look generic as a result.

Anonymous

Anonymous No.5467139 Report

>>5467103
>I'm sorry your favorite waifu has a bad design
Glad to know that this is your first and best argument so far, your design experience clearly shows there.
>That's highlighting everything, which in practice means that you are actually highlighting nothing since you are treating everything with an equal level of detail and focus.
No, she is supposed to fight, swing a sword and shit that is why the hands and feet are highlighted so that her movements would be easier to follow her movements. Not everything is highlighted in fact greens are used quite sparsely only at the places where it is important.
>A good design would choose limit the palette in certain areas to better draw your eye to other areas.
>There's so many choices made that go against What we know about the importance of leading the eye.
Look at this picture, the green lines are clearly leading your eyes up to the boobs next to the dark brown center and up to her boobs and up to the cross-thing on her neck which almost looks like a literal arrow point upwards. This is exactly what what you claimed to be missing, it is RIGHT THERE IN FRONT OF YOU FFS!
>It just goes to show that you can slap a pair of tits on something and some people will overlook what could be better.
More great design tips from Anon.

Anonymous

Anonymous No.5467141 Report

Quoted By:

>>5467126
He does look like a predecessor to mr kill chaos.

Anonymous

Anonymous No.5467145 Report

>>5467139
Anon, take a second to separate your feelings about the design and try to look at it objectively. Look at the image you posted and convince me it isn't a cluttered mess. Convince me why it is so important to have so much superfluous detail and why a simplification would make it worse? You say she is a blade, but all I see is anime girl in red, and if that's all she is supposed to be, then it could have been done in a more memorable and efficient way.

Anonymous

Anonymous No.5467163 Report

Quoted By:

Akira is such a good design, it's almost too good relative to the rest of the cast that it's like she's from a different game.

Anonymous

Anonymous No.5467172 Report

>>5467145
>Look at the image you posted and convince me it isn't a cluttered mess.
Hard to convince someone who deliberately disregards facts that are right before his eyes.

Here look at without color and look at it in a different hue and look at it overly contrasted. The design still works there are areas that pop out from the rest capture the attention the dark midriff the glowing green stripes the white skin next to the red clothing.

Anonymous

Anonymous No.5467186 Report

>>5467172
Look at how inefficient it is in guiding the eye though. Compare it to >>5467055
which breaks the design into distinct areas and gets you to look somewhere by controlling detail concentration and color blocking. Pyra by comparison is a mess of lines that exist only to be lines and don't serve a diagetic function.

Anonymous

Anonymous No.5467230 Report

>>5467186
Giovanna is a great design for its function but that does not make Pyra's design bad it just serves different goals.

I already told you this but you refuse to listen. Pyra has to have sex appeal because waifu, it has to have uniform color scheme to make it look like she wearing some high tech mecha armor because she is a construct, it has to be read because Fire magic, it has to look younger and more innocent cause that is her personality.

Giovanna's design is for a fighting game not a RPG, where split second decisons can make or break a victory thus she need to have clearly distinguishable body parts so that players can judge the distance. That is why she has dark pants a white shirt and her hands are bare and that is why her wolf spirit is the complementary green to her hair and is easy to distinguish from her clothing. This also goes well with her serious no-nonsense personality and being a formal police enforcer.

The two are different characters with designs that serve different purposes for different games.

Anonymous

Anonymous No.5467239 Report

Quoted By:

>>5466816
I didn't play the game but looking at some screenshots her design doesn't look busy at all. isn't that what matters in the end?

Anonymous

Anonymous No.5467249 Report

My first though about anything when I look at a character is think to myself "this person wakes up every morning to put this on" and if it's as retarded as it sounds then it's a fucking silly design

Anonymous

Anonymous No.5467269 Report

>it needs to lead the eye hurr where is this design leading me I can't tell durr
>it needs to have 500 visual elements to make it painfully obvious that this character is an alcoholic blood necromancer. You say they're alcoholic, where's the alcohol then? You need to show that.
>UMMM, this character is apparently supposed to be a fast nimble character, but they look like a square??? UMMMM, actually they need to be more slim because they're fast
>WHERE ARE ALL THE SOFT CIRCULAR SHAPE LANGUAGES? ISN'T THIS CHARACTER SUPPOSED TO BE FRIENDLY????

Anonymous

Anonymous No.5467277 Report

Quoted By:

>>5467230
>Pyra has to have sex appeal because waifu
>it has to have uniform color scheme to make it look like she wearing some high tech mecha armor because she is a construct
It objectively doesn't have to have a uniform color scheme. You can still sell the tech mechs concept while following common sense character design guidelines. You could easily imagine a robot character with colors places like a gun dam for example. The fact that you think it has to be that way is absurd.
> it has to be red because Fire magic,
That's fine (green highlights don't say fire, but whatever)
> it has to look younger and more innocent cause that is her personality.
Again, that's not the issue. You also go one to talk about how the games are different genres, but plenty of JRPGs still have designs that follow the same concept. Tifa's design is immediately clear as to what it is for example.

Anonymous

Anonymous No.5467279 Report

>>5467269
>>it needs to have 500 visual elements to make it painfully obvious that this character is an alcoholic blood necromancer. You say they're alcoholic, where's the alcohol then? You need to show that.
This one actually pisses me off, it's the one thing peope regurgitate the most. and while there is some truth to this, some artists fucking swear to this like it's the bible. They will literally lecture you on how Mario is a bad design because there's nothing telling you he's an italian plumber who jumps high and eats mushrooms

Anonymous

Anonymous No.5467284 Report

Quoted By:

>>5467249
No anon, I need my seventh belt and 3 layers of pants. It's important.

Anonymous

Anonymous No.5467294 Report

Quoted By:

>>5467279
Mario has overalls though.

Anonymous

Anonymous No.5467298 Report

Quoted By:

>>5467279
>Why... yes, I am a member of the LGBTQ community, how could you tell??

Anonymous

Anonymous No.5467301 Report

>>5467269
Do you like my character design? He's a mech pilot from Neo Saudi Arabia that slays dragons that emerge from rifts on the moon.

Anonymous

Anonymous No.5467314 Report

>>5467279
They should probably have something that tells you something about them or the world they live in.

Anonymous

Anonymous No.5467315 Report

Quoted By:

>>5467301
I think making the character have the shape language of a triangle to show their dangerous nature as a Neo Saudi Arabian is a step in the right direction, I really need to FEEL like they're from Neo Saudi Arabia. This is the future so please add some cyberpunk lines and tattoos to convey they're from the future, and give them a pilot jacket to make it clear they're a pilot okay? You say they slay dragons? Where's the claw scar? I need to know they slay dragons so add a claw scar.

Anonymous

Anonymous No.5467319 Report

>>5467314
Pacman is yellow, shaped like a pizza. And slays ghosts while eating fruits.

Anonymous

Anonymous No.5467324 Report

Quoted By:

>>5467319
He has a big mouth

Anonymous

Anonymous No.5467327 Report

>>5467279
I've never heard a single person say Mario's design is bad. Besides, the Italian part is obviously his mustache and ITSA ME, MARIO.

Anonymous

Anonymous No.5467330 Report

Quoted By:

>>5467301
Ugh this is just trash, all this unnecessary shit is making it hard for me to know where to look. See how every two lines just points the eye in a completely different direction? It's almost like you're asking for me to look away from this image.

Anonymous

Anonymous No.5467336 Report

>>5466810
Jesus not a single non weeb design.
Wtf is wrong with you /ic/ ?

Anonymous

Anonymous No.5467339 Report

Quoted By:

>>5467301
Needs more belts

Anonymous

Anonymous No.5467340 Report

>>5467327
UUMMM, acktually they only thing that should matter is visual language for good character design, and if it's not painfully obvious Mario is an italian plumber from his looks alone then it's a bad design. Where's his italian flag? How am I supposed to know they're Italian if they aren't even color schemed with the colors of Italy?

Anonymous

Anonymous No.5467343 Report

Quoted By:

>>5467301
I look at him and I see myself

Anonymous

Anonymous No.5467348 Report

>>5467340
His fire flower costume looks like pizza.

Anonymous

Anonymous No.5467363 Report

>>5467336
I think the predator is pretty cool. I like that he wears fishnets.

Anonymous

Anonymous No.5467399 Report

Quoted By:

>>5467336
A lot of western character designs fall under certain tangents. If you look at comic books, generally you are dealing with people in jumpsuits, and that information can't really be applied unless you are working on a character that wears a superhero jumpsuit. Similarly western animation is its own beast with many rules that may or may not translate to illustration. Then you go to videogames and movies, where a lot of our protagonists are either military man or brown haired adventurer dude. This isn't always the case though. Kratos is a protagonist with an iconic design. So is Robocop. There's also plenty of strong monster designs throughout western media. It's just that in the specific realm of humans wearing clothes, the options in the West are generally less interesting, as the media where those sort of concepts should exist instead is usually filled with capeshit or boring hero man.

Anonymous

Anonymous No.5467501 Report

>>5467044
As much as people bitch about iori's redesign the KOF14 manga shows how fucking weirdly proportioned he is fairly well (even if he only shows up for a 4 chapters)

Anonymous

Anonymous No.5467511 Report

Quoted By:

>>5467336
Do megaman designs count as weebshit? Most of them are 30+

Anonymous

Anonymous No.5467545 Report

Quoted By:

>>5467501
I personally just didn't like that it pushed towards being more generic. It's not an awful design, it just isn't as good

Anonymous

Anonymous No.5467577 Report

Quoted By:

>>5466929

The original weeb.

Anonymous

Anonymous No.5467743 Report

Quoted By:

>>5466914
>just put things in there to look cool without really thinking about what any of those are there for.

I stopped doing this when I began to imagine how it would look if a character woke up and started getting dressed. Or them buying or making their clothing items.

Anonymous

Anonymous No.5468375 Report

Thoughts on KH1 Sora?

Anonymous

Anonymous No.5468434 Report

>>5468375
The only thing things i know about kingdom hearts is that there's lot's of disney turbo autism and fujos, but now that i noticed the belt, shoe and crotch zipper it looks really fucking weird

Anonymous

Anonymous No.5468456 Report

Quoted By:

Elaborate yet entirely functional, a prime example of a billion details done right

Anonymous

Anonymous No.5468458 Report

Quoted By:

>>5467336
>Anime website
>Complaining about anime
Post your own designs instead of whining.

Anonymous

Anonymous No.5468462 Report

>>5466816

I know you can bend the rules if they're a robot or some magical anime girl if you want them to wear something risque, other than that if the design isn't grounded well in the universe it's in it ends up being a cluster fuck, like Blazblue's designs definitely vary from cool to fucking retarded moreso the latter, I don't mind fanservice but what's the context for this outfit Mori?

Speaking of Rival Schools the characters designs are kino, Bengus was on a roll, but Tiffany's outfits was retarded too even though it was good fap bait when I was a kid

Anonymous

Anonymous No.5468500 Report

I really like arknights designs but I'm not sure what makes them so appealing

Anonymous

Anonymous No.5468576 Report

Quoted By:

My favorite part about character design is that the aesthetic/style of the artist shouldn't factor into what makes a design good, but sometimes a good artist can completely save a bad design just by drawing it well. It is also often the case that people get confused about this and combine both the design+style to simply be - the design.

Art is gay.

Anonymous

Anonymous No.5468596 Report

>>5466904
I wish people would stop calling it a BOTW rip off already. You can climb and you have a glider, that's it.
The combat, story, characters, artstyle, gameplay progression etc. basicly 99% of the game is different from BOTW.
BOTW is just an open world collectathon with physics tools and a shit weapon durablity system.

Anonymous

Anonymous No.5468601 Report

Quoted By:

I didn't expect /ic/ of all places to know almost nothing about character designers or manga/ videogame artists in general

Anonymous

Anonymous No.5468678 Report

>>5466816
i used to design fantasy stuffs based on historical armors and such , and im starting to like the more modern fantasy design where armor isnt really practical but is just there for the sake of design , and im curious , do people like or rather care if your design is logical or has a deeper meaning tied to ur character's universe or do they just like it cause it looks cool?

Anonymous

Anonymous No.5468689 Report

Quoted By:

>>5468678
I like it when I can see how the transformer turns into a car

Anonymous

Anonymous No.5468769 Report

>>5468678
Some degree of fantasy is necessary, but a lot of modern fantasy armors just look retarded, as much as i hate /tg/ realismtards they're right about the whole paudroncore thing, a lot of designers just slap shit together with 0 regard for anything other than "looks cool", that's how we get a lot of samey shit ironicaly
>massive fucking pauldrons
>everthing is THICK
>something glows
>spikes
>artist usually forgets that something needs to hold the pieces together, so he'll either ignore it or use leather
>either golden or silver highlighs, always sticking out

Anonymous

Anonymous No.5468775 Report

Quoted By:

>>5468769
>with 0 regard for anything other than "looks cool",
it not even that. it's "popular thing did it and it was cool"

Anonymous

Anonymous No.5468911 Report

Quoted By:

>>5468678
I think it's sometimes good to start from a place that's recognizable and twist that into a fantasy direction. There's plenty of ridiculous stuff in history, and pulling from that can sometimes inspire ideas you wouldn't have come up with if you had just made something from scratch without considering real history. Look at some gladiators for example. They wear ridiculous armor and use weird weapons already.

Anonymous

Anonymous No.5468922 Report

Nothing will ever top TF2 for me. I'm a sucker for simple yet unique aesthetics and TF2 nails that perfectly

Anonymous

Anonymous No.5468924 Report

>>5467269
>>it needs to lead the eye hurr where is this design leading me I can't tell durr
did anyone ever test it? I hear that pixar did some tests with some of their movies but I can't find anything about it. I am not sure that the artist have all this control over the viewer eyes like some artists suggest tho

Anonymous

Anonymous No.5468936 Report

Quoted By:

I love this series monster design
This dude is the first guy you see and while he seems a bit basic his look really sets the tone of the entire.
The way he's "animated" on the pages, hunched over running on all fours with that massive brow, downtilted eyes and muzzle make him look like a real freak.

Anonymous

Anonymous No.5468945 Report

Quoted By:

>>5466810
This body distribution, the moment they take off their pants and shoes they will stumble all over the place

Anonymous

Anonymous No.5468954 Report

Quoted By:

Glavenus preys on every childish instict I have
He's a big fire-breathing dino with HUGE FANGS and big curly horns.
The big knife-tail and the whetstone jaw combo make for a really unique spin on the above concept and really elevate what was a very basic design.

Anonymous

Anonymous No.5469040 Report

>>5468924
Leading the eye is often much more of a compositional thing. If you are doing a single design, sure, leading the eye is very important. If you are doing something like animation or a comic, then the composition of the scene or the panel is more important.

Anonymous

Anonymous No.5469045 Report

>>5468922
A great example of kino western design.

Anonymous

Anonymous No.5469049 Report

>>5469045
Grow up millenial

Anonymous

Anonymous No.5469085 Report

are people legitimately defending xenoblade 2 designs now? How can anyone see this garbage and not puke immediately is beyond me.
>>5469049
bruh, tf2 is universally regarded among almost all professionals as the pinnacle of video game character design

Anonymous

Anonymous No.5469093 Report

Quoted By:

>>5469085
almost all professionals working in the gaming industry are either millenials or gen x now, but be prepared to see more retarded shit from zoomers this next decade and you'll understand how shit stuff from every generation after yours are

Anonymous

Anonymous No.5469143 Report

>>5469085
>How can anyone see this garbage and not puke immediately is beyond me.
It just proves you have shit taste Anon.

Anonymous

Anonymous No.5469145 Report

Quoted By:

Anonymous

Anonymous No.5469161 Report

Quoted By:

>>5469085
>bruh, tf2 is universally regarded among almost all professionals as the pinnacle of video game character design
You need to stop watching DesignDoc and other such "Youtube experts" abou things and then pretend that you know everything.

Anonymous

Anonymous No.5469163 Report

Quoted By:

>character design thread
>its all anime

Anonymous

Anonymous No.5469170 Report

Quoted By:

>>5467005
simple design is over-promoted and any detail that given usually results in designers following trends like ugly tactical cool

people need to look for character design inspiration outside of "character design" circles otherwise you'll get stagnant WoW and Pixar designs for another decade

Anonymous

Anonymous No.5469234 Report

Quoted By:

>>5468500
I like that every character still matches the overall aesthetic of Arknights even though they have wildly varying designs. It's easy to tell at a glance if a character is from Arknights.

Anonymous

Anonymous No.5469284 Report

Quoted By:

>>5466904
I know I should probably commend them for not color coding every character to their element, but the fact that the MC look like they were designed to be Geo characters and there's no indication visually that they could use any other element will always bother me.

Anonymous

Anonymous No.5469290 Report

>>5469040
yeah, my problem is more about how people normally talk like the artist can literally control the path that viewer's eyes will make just by putting some abstract lines on the page. it just don't sound possible to me like why would our eyes be guided by meaning lines?

Anonymous

Anonymous No.5469339 Report

>>5467336
what those shapes mean bros?

Anonymous

Anonymous No.5469344 Report

Quoted By:

>>5467348
>fire flower
it should be a fire pepperoni

Anonymous

Anonymous No.5469352 Report

Quoted By:

>>5468375
in the game it look alright.

Anonymous

Anonymous No.5469372 Report

Quoted By:

>>5468462
judging just by the pic you posted I would assume that she is from some fictional universe with very weird modesty rules

Anonymous

Anonymous No.5469392 Report

Quoted By:

>>5468678
I think that the most important thing is internal consistence

Anonymous

Anonymous No.5469403 Report

>>5469085
looks fine in the game

Anonymous

Anonymous No.5469469 Report

Quoted By:

>>5469403
Anon, it looks retarded in every context.

Anonymous

Anonymous No.5469495 Report

>>5469290
The artist can control the path of the eye. All physical and implied lines in this piece make you want to look at the child. Your eye follows the oar to the child, your eye follows the sail to the child, your eye follows the side of the boat towards the child. The woman looks at the man, which causes you to look at the man, who is looking at the child. The child looks back at the man, trapping you in the implied line between their eyes. The white line near the horizon with the buildings prevents you from wanting to look away from the painting. It traps you on that line before you decide to look down. The horizontal seats in the boat act similarly. Instead of your eye moving down the boat and off the piece, it stops at the seat, which causes you to want to look back at the subject. Leading the eye is very real. It's one of, if not the most important concepts that you put to play while composing a piece.

Anonymous

Anonymous No.5469501 Report

Quoted By:

>>5469339
The square means he's sturdy, but the upside down triangle of his shirt implies imbalance. With his head placed on top of the teetering triangle, you know that the instability comes from his mind.

Anonymous

Anonymous No.5469508 Report

>>5469495
You're just chatting bullocks now mate. About half of what you said is pseudo psyche gobbelty gook.

Humans look at faces, full stop. Its their key object of interest. That alone is a powerful enough draw to the kid at the center. There ARE obvious leading lines and shapes that frame the subject of the painting and that stuff is legit. But about 90% of what you wrote could be easily cut and absolutely nothing of value would be lost.

Anonymous

Anonymous No.5469513 Report

Quoted By:

>>5469508
I'm sure some faggot on 4chan knows better than some of the best painters to ever live. Literally ngmi

Anonymous

Anonymous No.5469527 Report

Quoted By:

>>5469508
Anyone who says full stop ubironically should be dismissed entirely

Fucking faggot

Anonymous

Anonymous No.5469531 Report

Quoted By:

>>5469508
Anyone who says full stop unironically should be dismissed entirely

Fucking faggot

Anonymous

Anonymous No.5469547 Report

Quoted By:

>>5468596
>artstyle
the world design and half of the stylistic choices for everything outside the characters is stolen from botw tho

Anonymous

Anonymous No.5469553 Report

>>5467126
he went from anime to whiteboy, arguably a downgrade

Anonymous

Anonymous No.5469557 Report

Quoted By:

>>5467363
he kinda cute doe

Anonymous

Anonymous No.5469596 Report

>>5469495
this is the problem that is not what my eyes did, I looked at the woman face because it was the closest to my eye then the baby then old man then I scanned the rest of the pic to see if there was something else interesting on it. I just don't think that our eyes follow edges of objects like that. we only follow edges if there is a context to justify it. like if there is a figure pulling a rope then we might want to know what they are pulling and follow the rope but if it is just a rope lying in the background, why would we follow it?

Anonymous

Anonymous No.5469605 Report

Quoted By:

>>5467126
>I feel like it makes him look generic as a result.
yeah, his design screams generic video game protagonist, it is a pretty safe design tho there is nothing to hate about it.

Anonymous

Anonymous No.5469635 Report

>>5469596
And why would I take your hunch over hundreds of years of art in practice?

Anonymous

Anonymous No.5469698 Report

Quoted By:

>>5469596
Omg youre so wrong and gay

Anonymous

Anonymous No.5469704 Report

Quoted By:

>>5469553
Faggot.racist/trannie

Anonymous

Anonymous No.5469716 Report

>>5466810
Fuck I really hate it when they make the main protagonists have super generic designs compared to the rest of the cast
It's a problem with eastern and western games
I want iconic designs dammit

Anonymous

Anonymous No.5469720 Report

>>5469635
I don't know what you mean, I just asked a question.

Anonymous

Anonymous No.5469806 Report

Quoted By:

>>5469716
It's understandable when you're dealing with a copycat/shapeshifter like megaman or kirby, or it's a normie vs bizzare world situation

Anonymous

Anonymous No.5469855 Report

>>5469720
I think he might be high on his own farts. When I opened the picture the very first thing i saw was the baby and then I looked at the other two people. The rest of the picture didnt really register. This might be what happens when teachers need to justify charging for art school.

Anonymous

Anonymous No.5469856 Report

Quoted By:

>>5469720
You don't understand anon. The concept that you are arguing isn't real or functional is so core to art in general that I can't imagine anyone on /ic/ not getting it.

Anonymous

Anonymous No.5469857 Report

>>5469855
Ignore this image. The concept it depicts isn't real.

Anonymous

Anonymous No.5469892 Report

Quoted By:

Anonymous

Anonymous No.5469903 Report

>>5469857
Lmao this is some "The golden ratio is in everything!!1!!11one!!!???" Level nonsense.

Anonymous

Anonymous No.5469959 Report

Quoted By:

>>5469903
Oh, you're one of those retards that can only see things in a binary of "absolutely never true" and "always true every time". Leading the eye is done in multiple ways you absolute troglodyte. You can do it through color, light, detail concentration, and yes, lines that lead the eye. The fact that you think I'm saying it's the be all end all of composition just goes to show that you don't know how many different facets come in to play when making a successful image. But hey, you're allowed to be wrong. It's not my art that will suffer because of it.

Anonymous

Anonymous No.5470038 Report

Quoted By:

>>5469903
You can lead a horse to water, but you cant make a faggot drink.

Definite ngmi

Anonymous

Anonymous No.5470109 Report

>>5467005
I love his design because I first saw him in pic related and didn't believe it was real. Fucking Square, lol. Luso motherfucking Clemens.

Anonymous

Anonymous No.5470128 Report

Quoted By:

>>5470109
I wonder if there is a specific design philosophy the people that make these things try to follow, or if it's just the artist doing whatever the fuck. It can't be design by corporate board. That gets you the most generic shit possible.

Anonymous

Anonymous No.5470135 Report

Quoted By:

>>5468434
The early 2000s were a different time for sure. And Nomura is still there.

Also, I've always really liked the design of Elesh Norn. Stand out for me from that set of MtG.

Anonymous

Anonymous No.5470547 Report

Quoted By:

Since I am re-reading FullMetal Alchemist, I must say I've always like Arakawa's design sense. Characters are fairly grounded by the rules of their setting but they still look fairly simple, slightly stylish and unique from each other. Even the MC itself is very recognizable and has style, but it also comes from being an actual character and not a self-insert for the audience like most fantasy light novels for example. In comparison to something similar like AOT, where literally the only good designs are the titans and human characters look bland as hell, I much prefer FMA's approach.

Anonymous

Anonymous No.5470586 Report

Anonymous

Anonymous No.5470620 Report

>>5469903
holy shit what a brainlet
eyes follow lines and areas with high contrast or movement, it's basic bitch brain function

Anonymous

Anonymous No.5470676 Report

>>5470620
[citation needed]

Anonymous

Anonymous No.5471035 Report

>>5470676
The citation is every successful artist since the renaissance. Are you one of those weirdos that argue from the false perspective that all abstract art is actually nothing? If that's the case, then it makes sense that you'd use backwards logic to convince yourself that these rules don't exist. That allows you to never question your opinion, thus keeping your ego in check. It's a very common method of thinking for morons.

Anonymous

Anonymous No.5471058 Report

Quoted By:

>>5469508
If you think that's pseudo psyche gobbelty gook. You haven't studied enough composition

Anonymous

Anonymous No.5471071 Report

>>5467269
>>5470586
>1. The eye does not flow in smooth curves or circles, nor does it follow contours. It leaps from one point of interest to another. Curving lines or other devices may be "felt" in some way peripherally, but the eye doesn't move along them.

>2. Placing an element on a golden section grid line doesn't automatically attract attention. If an attention-getting element such as a face is placed in the scene, it will gather attention wherever you place it.

>3. Two people don't scan the same picture along the same route. But they do behave according to an overall strategy that alternates between establishing context and studying detail.

>4. The viewer is not a passive player continuously controlled by a composition. Each person confronts an image actively, driven by a combination of conscious and unconscious impulses, which are influenced, but not determined, by the design of the picture.

>5. The unconscious impulses seem to include the establishment of hierarchies of interest based on normal expectations or schema of a scene. For example, highly contrasting patterns of foliage or branches will not directly draw the gaze unless they are perceived as anomalous in the peripheral vision.

>5. As pictorial designers we shouldn't think in abstract terms alone. Abstract design elements do play a role in influencing where viewers look in a picture, but in pictures that include people or animals or a suggestion of a story, the human and narrative elements are what direct our exploration of a picture.

>As Dr. Edwards succinctly puts it, "abstract design gets trumped by human stories." The job of the artist, then, in composing pictures about people is to use abstract tools to reinforce the viewer's natural desire to seek out a face and a story.

Anonymous

Anonymous No.5471078 Report

>>5470676
Read, "Mastering Composition: Techniques and Principles to Dramatically Improve Your Painting," by Ian Roberts. It explains this concept perfectly.

Anonymous

Anonymous No.5471122 Report

>>5471035
>The citation is every successful artist since the renaissance.
this appeal to authority doesn't even make sense because it is a neurobiological claim. also nice strawman

>>5471078
does the book shows eye tracking data?

Anonymous

Anonymous No.5471129 Report

>>5471122
You would think centuries of trial and error would be enough for some people. I guess for you it isn't. Centuries of forging metal never led to better understanding of how to forge metal either if we are to go on the logic of your hunch.

Anonymous

Anonymous No.5471157 Report

>>5467301
>Neo Saudi Arabia
>not Cyber Arabia

Anonymous

Anonymous No.5471186 Report

Quoted By:

>>5471157
Cyber Arabia sounds like a cool as fuck setting.

Anonymous

Anonymous No.5471265 Report

>>5471122
Nope. Still recommend it if you want to be good at composition though. Art isn't something you can distill into pure fact. I'm assuming you're also >>5471071, if so. Keep in mind that last point. We're using abstract tools to reinforce the viewer's natural desire to seek out a face and a story. This book explains what those tools are and how to best effectively use them. You can't 100% predict the viewer's eyepath but you can learn to arrange visual elements in an eye-catching way and learn to avoid compositional faux pas.

Anonymous

Anonymous No.5471302 Report

>>5471129
metallurgy doesn't give a fuck about tradition tho.

Anonymous

Anonymous No.5471305 Report

Quoted By:

>>5471265
I (5471071) am not the other person you're replying to. I'm not a beg who doesn't into comp

Anonymous

Anonymous No.5471309 Report

>>5471302
Everything is a science anon. And you're wrong. There is tradition in metallurgy.

Anonymous

Anonymous No.5471313 Report

Quoted By:

>>5467086
>Meanwhile Avatar the last Airbender infamously didn't do that well
Also doesn't really help that the main villains are based off Japan

Anonymous

Anonymous No.5471317 Report

Quoted By:

>>5471265
>Art isn't something you can distill into pure fact.
I am this >>5470676 >>5471122 anon, I am totally fine with heuristics it just annoys me when people try pass them as an absolute.

Anonymous

Anonymous No.5471323 Report

>>5471309
>There is tradition in metallurgy.
do we still sacrifice animals so our furnace don't blow up?

Anonymous

Anonymous No.5471354 Report

Quoted By:

>>5471323
Of course not. The point is that things start somewhere, and then they evolve as we learn to better understand a medium. There is a science to art, just like there is a science to many things. That doesn't mean there isn't wiggle room within.

Anonymous

Anonymous No.5472494 Report

Any designs you like despite being bad?

Anonymous

Anonymous No.5472933 Report

>>5472494
is it really bad if you like it? how do you differentiate?

Anonymous

Anonymous No.5472995 Report

I love all of this shit
Colorful, cool, with unique theming on each one

Anonymous

Anonymous No.5473019 Report

>>5472995
Monster Hunter armor sets are cool as fuck though
But only the male ones.
Female armor sets are bunch of weeb cosplays.

Anonymous

Anonymous No.5473034 Report

>>5473019
>weeb
You know this is a series with big swords and Iai slashing, right?
There's no reason to be embarrassed of a series that is just so unabashed and honest.

I swear internet irony killed the hearts in you kids.

Anonymous

Anonymous No.5473044 Report

>>5473034
>reads the words weeb
>goes on a semi-rant
calm down, autismo

But i rather like big bulky armors, not bikinis and dresses with ornaments while fighting giant monsters.

Anonymous

Anonymous No.5473052 Report

>>5472933
separating the more universally strong features from the ones that appeal to you personally IS what makes you professional.
Now, doing that perfectly is impossible, but striving towards this goal is good enough.
For an example, when designing a """heavenly""" character, the use of brilliant and psychedelia color pallets and fractal shapes is universally more effective, even if I personally would like an extremely minimalistic creature more.

Anonymous

Anonymous No.5473208 Report

>>5473052
not sure if I understood, do you mean like, anything that have mass appeal is good? is that how you differentiate good from bad?

Anonymous

Anonymous No.5473213 Report

>>5473034
>>5473044
Having a female character in full armor is sometimes cool. Doesn't have to be every time, just like how sometimes you want a knight in full armor, and sometimes you want loincloth Conan.

Anonymous

Anonymous No.5473309 Report

>>5473213
I mean, it's not that the female armor sets are bad, quite the opposite.
1,3 first row
3 2nd,3rd,4th row
Are pretty decent female armor.
The rest is more or less just how conthots would cosplay.

Anonymous

Anonymous No.5473320 Report

>>5473309
I just don't see the reasoning behind not having a toggle between full armor and thot armor. Literally just scaling the proportions of the male armor would suffice.

Anonymous

Anonymous No.5473337 Report

>>5473320
Because it might be more work.
My guess is that it takes the 3dsculptor double the amount of time to make male armor, compared to female.
And, you know, you can't cater to a female demographic if you give them bulky armor, thus they opt out for dresses.
But it usually ends up to be eye candy for the majority male audience.

Anonymous

Anonymous No.5473344 Report

>>5473337
It is more work, but plenty of games have the 'stretch model to fit other body type' function incorporated.

Anonymous

Anonymous No.5473354 Report

Quoted By:

>>5473344
Yeah, but i doubt it could work on MH armor, maybe because of technical difficulties or something like that.
The armor pieces themselves, replace the body parts, maybe that's because player body type is irrelevant.
But to be completely honest, i don't really know.

Anonymous

Anonymous No.5473356 Report

>>5467249
You have a point, but keep in mind Victorian women used to wear 5 petticoats in peak summer, Chinese people used to dress their hair up like this, and even today women will spend hours on fashion prep like make up and shit
While a fighter or hero wouldn't set up in a hard to move in outfit, the average layman has more tolerance for impracticality than you might think

Anonymous

Anonymous No.5473357 Report

Quoted By:

>>5466837
His design informs me he's going clubbing

Anonymous

Anonymous No.5473374 Report

>>5473309
>>5473320
I'm still not seeing the issue here.
Are the women not covered up enough? Is it not Halal?
The designers present a variety of armors and you pick whichever suits you, even guys get stuff that's more pretty or slutty.

I've been seeing more and more prudishness towards MH armors lately
remember seeing an "edit"; guy was upset the female had a midriff so he covered it with a bodysuit for "equality".
If he wanted that he could've just showed the dude's midriff instead, but he's just a puritan with no taste

Anonymous

Anonymous No.5473389 Report

Quoted By:

>>5467172
This is autism. Who the fuck thinks like this?

Anonymous

Anonymous No.5473392 Report

>>5473208
not mass appeal, mass appeal implies other things like inoffensiveness, simplicity, etc.
There are things in design that work on us on a physical level, and things that are culturally specific, and things that are individually specific. When talking about """good""" designs, good means "does what we need it too", usually that means "our audience likes that". There are little things that are work for any task, and if they even exist they are """good""" because we as a species like them. If you want to know more, Kurzgesagt's vid on beauty is a great start. Then, there are culturally imprinted things that you must know at some level as a designer. They vary from place to place, but since we're on a basket weaving usenet newsgroup, the English-speaking meta culture is something you should care about the most. For example, we are accustomed to zones of varying contrast, layers of detail, etc, since it 's easy to read, and designs like that used to appear in the upper end of consumer products, so we're conditioned to see them as good, and etc and etc, a billion other reasons.

Anonymous

Anonymous No.5473407 Report

Quoted By:

>>5473374
Are you fucking retarded?

Anonymous

Anonymous No.5473411 Report

For me, it's Rugal Bernstein.

Anonymous

Anonymous No.5473535 Report

>>5473374
Anon, I have no issue with sexy costumes, but sometimes the male version of the armor set objectively looks better

Anonymous

Anonymous No.5473543 Report

Quoted By:

>>5468922
Great going back and listening to the directors commentary talk about recognizable silhouettes and designs, only for them to be ruined by hats and other changes...
Similar story with overwatch so many similar looking skins now

Anonymous

Anonymous No.5473557 Report

Quoted By:

Some old characters.

Anonymous

Anonymous No.5473570 Report

Anonymous

Anonymous No.5473585 Report

>>5473570
Despite what you have been told, there are some objective rules to art. If you are approaching this from general epistemological skepticism though, then yeah, there is no objectivity.

Anonymous

Anonymous No.5473631 Report

>>5473392
how do we know what is physical/culturally and what is individually? like when designing how do we know what we like something because our personalty vs liking because our culture/DNA? the only way I can think of is to see what is currently popular but that is not a guarantee, or books and talks but that might not be up to date with the current culture. because the dna part is fixed but culture does change over time right?

also that costume, why do you think it is bad? because while it is pretty low budget, I think that the design elements are good. I looked at it and immediately see him as some bad guy.

Anonymous

Anonymous No.5473651 Report

Quoted By:

>>5473585
>Despite what you have been told, there are some objective rules to art.
is there tho? because all rules I know basically boils down to "people tend to like when we do this".

Anonymous

Anonymous No.5473653 Report

>>5469049
Give good western examples then.. I want to know.

Anonymous

Anonymous No.5473656 Report

Quoted By:

>>5473411
based.
GENOCIDE... CATTUH!

Anonymous

Anonymous No.5473673 Report

Quoted By:

>>5473653
moses is quite okay

Anonymous

Anonymous No.5473753 Report

Quoted By:

>>5473631
>>5473631
ah, this is a great question. Forgive me, but to answer it I must get a little philosophical. How does an eye inspect itself, or how does a fish learn what is water? You look at everything else, and then inspect the negative form, that is usually the answer. You also try and expand your viewpoint, in our case by studying other cultures and what they find appealing, by studying behavioral psychology and other sciences. You don't have to become a professor at this shit to make it work, just be better than other concept artists and designers, who do it by "feel".
The costume is not bad, in my opinion, it's well designed and is great for it's genre and time. It can be seen as campy by modern folks since it breaks the immersion, the older generations could suspend their disbelief since it was the best available thing at the time, but we can compare it with modern things that don't look like a man in a silly suit. So, we could say that it's "bad" because it's trying to portray a giant monster, but it's harder to suspend your disbelief and see the monster instead of a man in a monster's costume. Now, if it was trying to do some post-modern stuff and portray exactly that, a man in a monster, it would become great again, but things are interpreted at face value without context.

Anonymous

Anonymous No.5475768 Report

Quoted By:

Anonymous

Anonymous No.5475781 Report

For me, it's robe/coat + striped pants + big hat and obscured face

Anonymous

Anonymous No.5475790 Report

>>5466810
Vtuber designs. What do think of these designs? Don't be afraid to be brutal.

Anonymous

Anonymous No.5475792 Report

Quoted By:

>>5475790
Remindas of AI made anime igrls

Anonymous

Anonymous No.5475805 Report

>>5475790
vtuber designs always look like soulless gacha rolls. generally horrible but there are standouts as if with anything

Anonymous

Anonymous No.5475811 Report

Quoted By:

>>5468375
Sora is a godsend compared to this artwork of the "bouncer"

Anonymous

Anonymous No.5475820 Report

Thoughts on Chaos Legion? Characters to monsters?

Anonymous

Anonymous No.5475824 Report

Quoted By:

>>5475820
We should kill him

Anonymous

Anonymous No.5475830 Report

Quoted By:

>>5475805
This. The designs are almost always forgettable.

Anonymous

Anonymous No.5475873 Report

I think DBZ villain designs are still good.

Anonymous

Anonymous No.5476303 Report

>>5475781
Absolute patrician taste

Anonymous

Anonymous No.5476306 Report

>>5475873
I wish I could see them with fresh eyes, they're so ingrained in my mind I can't look at them analytically. They'd probably appear like pic related to an outsider.

Anonymous

Anonymous No.5476328 Report

Quoted By:

>>5475873
Imperfect cell is my favorite DBZ design.

Anonymous

Anonymous No.5476334 Report

>>5475790
They're always too busy for me.
>2-tail cat girl miko with heterochromia, 1 glove, and 1 detached sleeve
>edgy (in the fashion sense) style, multi-colored hair fox (or is it a tanuki?) with plastic sleeves and random side holes on her hips and a ribbon right on her hidden eye for some reason
>I have no idea what the fuck she's supposed to be. A marching conductor in a modified sailor uniform with penguin motif sleeves?
>Dragon horned blue flame "princess" (taking the crown into consideration) with KOOKY eyes and a fat dagger for some reason (why the fuck does she have spikes everywhere?)
#3 is probably the best one of the bunch but that's really not saying much. A lot of anime designs like >>5466816 has this problem of adding skin in completely random areas, not understanding that where ever you reveal skins makes your eyes want to focus there first. I like sexy designs but if you go too far in one direction, it just looks bad to me. Pretty hilarious that Mythra's censoring in Ultimate made her design 4x better than her old design (she could of kept the boob window tho). It's still a mess but at least my eyes are flowing from top to bottom instead of kinda looking everywhere.

Anonymous

Anonymous No.5476355 Report

Quoted By:

>>5475790
I agree that they all have too much stuff going on, but since that most of it wouldn't be visible most of the time I guess it is fine.

Anonymous

Anonymous No.5476358 Report

Quoted By:

>>5475820
why does he have a cup in his arm

Anonymous

Anonymous No.5476363 Report

Quoted By:

>>5475873
toriyama knew his shit

Anonymous

Anonymous No.5476375 Report

Quoted By:

>>5476334
>where ever you reveal skins makes your eyes want to focus there first.
what? no, it does not.

Anonymous

Anonymous No.5476473 Report

Quoted By:

>>5475873
I've always liked their "natural armor" so to speak, the geometrical and shiny parts + buu's releasing steam like a machine gives them an extra alien feel even from the other aliens (and cyborgs like tao pai pai)

>>5476303
They kind of killed it for me after the redesign, the obscured face and glowing eyes are the most iconic thing but instead they kept the hat only

Anonymous

Anonymous No.5477432 Report

Any monsters (or monster artists) you guys particularly like?
Besides MonHun, Itoh Sei (pic), and Ryo Sumiyoshi it seems rare to find guys who put a lot of anatomical knowledge into their designs

Anonymous

Anonymous No.5477496 Report

Quoted By:

>>5467005
how does it look in the game?

Anonymous

Anonymous No.5477650 Report

>>5467269
These are just nuances people do when they are skilled, it's something we appreciate because we know the artist didn't tact that on for "drawing in the eye" just as shading, you contour the lines into the shape of the object, to assist the viewers eye, which you do inutively because you just know that's what your suppose to do. It's all learned experiences that are just automatically applied lol

Anonymous

Anonymous No.5477656 Report

Quoted By:

>>5476306
Hunter x hunter had some stupid designs but the story was just too fun and it literally never mattered. Awesome anime. Highly recommend it especially for the uninitiated

Anonymous

Anonymous No.5477724 Report

Quoted By:

>>5477650
god i love baiken

Anonymous

Anonymous No.5478454 Report

Quoted By:

>>5467126
Left looks like edgy final fantasy charater his jacked has buttons and zippers a hoody he nevers wears the edgy glowing arm imo it just screams generic chink shit all over it now his 5's design is perfect and actually fits Nero's immature devil hunter personality his jacket looks normal and is pretty cool his ragged red shirt gives it a nice subtle contrast while his design in 4 is over saturated RED AND BLUE MAN with sasuke's hair

Anonymous

Anonymous No.5478512 Report

Quoted By:

>>5477432
Even if it's just a shitty photoshop i like the purple oni, it's fairly interesting for a shitty 10+ year old RPGM game
>reproduces by contact with an uninfected human
>human will transform in a undetermined amount of time, sometimes seconds, sometimes hours
>transformation includes extremely quick mass expansion, any bone being dissolved and only thick clusters of hair remaining
>although seemingly slow (cannot outrun a 13 yeal old nerd), it can become extremely fast while not being observed (covering a large room with pen scribbles in seconds)
>heat vision that goes through walls

Anonymous

Anonymous No.5478545 Report

Quoted By:

>>5477432
I'm fond of SOMETHING personally, its design is easily applied to lots of the game's monsters, it's simple yet it's still eerie when it lurks everywhere, and its simplicity makes it surprising when you find its true nature

Anonymous

Anonymous No.5479683 Report

Quoted By:

Vice and mature > all

Anonymous

Anonymous No.5481360 Report

Quoted By:

>>5466816
Masahiro Sakurai actually noted this as a limitation for him to do the Ice Climber idea with Rex & Pythra

Anonymous

Anonymous No.5481548 Report

Quoted By:

Considering only triangle/square/circle/small/medium/big meme tutorials exist for character design,
This thread honestly is an absolutely goldmine for understanding character design more deeply

Anonymous

Anonymous No.5481563 Report

>>5473356
This still makes logical sense though,

Clothes in pic related is easy to put on, hair accessories are grandiose, I'm assuming because these are emperor's concubines and they wear those to show they are royalty.

Victorian (royalty) wear 5 petticoats but they have the maids to do it for them.

Some rando fighter is not going to have maids to put shit on for them, and there isn't any purpose to it. They are killing monsters, not going to socializing events.

Anonymous

Anonymous No.5481725 Report

Quoted By:

>>5467249
My characters sleep in their day clothes

Just like I do

Anonymous

Anonymous No.5481772 Report

>>5481563
>>5467249
We know
Everybody knows.
Pointing out "This is unrealistic" or "This is impractical" doesn't do much for designers.

Look at pic.
Gold is soft, you'd never use it for armor, it's got all those flanges and spikes an enemies weapon would catch on.
There's dozens of openings for enemies to stab into.
Yet when a kid sees Golden Knight Garo you know what he thinks? COOL!
It's all that matters, if it looks good most people will just suspend their disbelief and enjoy what they're seeing.

Anonymous

Anonymous No.5484505 Report

Quoted By:

>>5481772
People need to understand that the "unrealistic" aspect only applies when the setting is realistic. The same goes for artstyles. For example, someone complaining about massive titties in a realistic artstyle may have a point, but in a more abstract artstyle, the restrictions reality carries aren't there.

Anonymous

Anonymous No.5484606 Report

>>5481772
>Pointing out "This is unrealistic" or "This is impractical" doesn't do much for designers

The point wasn't about "realism" it was what makes sense for that particular character. Magical armor that forms on you when you will it too can look like whatever but it will be a joke if that same design was for a suit made in a garage by a neckbeard security guard.

>It's all that matters

This mentality is how you wind up with over designed tacky garbage people make fun of in a few years. Yes fantasy designs are fine but some aspect of it must be rooted towards something or otherwise it will just be a visual clutter of nonsense

Anonymous

Anonymous No.5484628 Report

>>5484606
>This mentality is how you wind up with over designed tacky garbage people make fun of in a few years
That's retarded
Look at the classic FF designs, they're incredibly fantastical and completely impractical yet so fondly remembered decades later.
Meanwhile people are already mocking the more soberly dressed protagonist in the latest reveal

Fantasy worlds do have a "visual language" where it is the director/designer's job to decide what fits.
"Practicality" and "tackiness" (Saint Seiya, anyone?) has no weight towards what is a good, cohesive chatacter design (unless a "realistic" or "historical" look something the director is specifically aiming for)

Anonymous

Anonymous No.5484655 Report

Quoted By:

>>5466816
I was going to shit on your post until I actually read it. I also find her design unappealing.

Anonymous

Anonymous No.5484666 Report

Quoted By:

>>5477432
Closest thing to perfection I've ever seen.

Anonymous

Anonymous No.5484670 Report

Quoted By:

>>5468375
aside from the clown shoes he looks alright, so I really don't mind it. My problem is that the characters look completely uncanny in 3D and that's why I never liked it.

Anonymous

Anonymous No.5484676 Report

Quoted By:

>>5484628
Amano's art is different because the designs are clearly aesthetically grounded into a setting. They aren't fancy for fancy sake.

Anonymous

Anonymous No.5484689 Report

Quoted By:

>>5468375
KH1 Sora was a god-tier design.
They took Mickey Mouse and made him an anime character and it works very well.
I think he got a bit busy with his KH2 design, but the KH3 one reigns things back.

Anonymous

Anonymous No.5484691 Report

>>5484628
Listen Autist. I made no mention of "practicality". I said

>The point wasn't about "realism" it was what makes sense for that particular character.

This includes motives,resourses and personalities
An elaborate flamboyant outfit fits some characters and not others. A peasant should be in plain drab clothes while the concubine of an emperor should be adorned in jewels

>All that matters is that it looks cool

This is circular logic if you can't define what should and shouldn't be used in specific character designs.

Anonymous

Anonymous No.5484771 Report

Akiman's mostly known for his fighting game characters, but his mechanical designs are really something else.
Wish he would do more.
I really liked his G-Self design because of how advanced it looks even in relation to the already futuristic setting of Gundam.
It also subverts some Gundam design tropes by having horns instead of a V-fin and the big eyes give it a very childlike and innocent expression.
It's also loaded with gimmicks and integrated weapons which is something Akiman's pretty good at doing.
His Code geass stuff was amazing too.

Anonymous

Anonymous No.5484804 Report

>>5484691
>if you can't define what should and shouldn't be used in specific character designs.
That's to be decided by the bloody director you sod.

>I made no mention of "practicality"
Oh you,
>>5467249
>this person wakes up every morning to put this on
>>5481563
>They are killing monsters, not going to socializing events.
Yeah I'm sure some lame-ass smooth metal armor might work better deflecting a monster's attacks but yet again no one gives a shit.
It might be easier not to put on 12 peticoats in the morning as an adventurer in Final Fantasy but in the world DEFINED BY THE DIRECTOR that's what a hunter/adventurer/hero looks like.
Get it?

Anonymous

Anonymous No.5484812 Report

Quoted By:

>>5484804
I really miss illustrations made for old hentai you could find in magazines from your asian cousin's house

Anonymous

Anonymous No.5484970 Report

Quoted By:

>>5484804
>male looks like a gundam/giant robot wich is on theme with the monster itself.
>female looks like a retarded unicorn but has on tittyarmor
This is the shit that pisses me off.
Kind of passed opportunity on the Seltas queen armor set.

Anonymous

Anonymous No.5485084 Report

Quoted By:

>>5469143
he's right, that design is fucking garbage

Anonymous

Anonymous No.5485171 Report

>>5484628
>(Saint Seiya, anyone?)
Dumb helmets aside they never got really ridiculous, at least on the OG anime anyway, could have been much worse when you remember kuramada's... proclivities at the time
I can't really see the golden armors staying the way they are if SS was created today, if you see all the spinoffs and OVAs "fixing" them by adding spikes and wings everywhere

Anonymous

Anonymous No.5485192 Report

Quoted By:

>>5485171
Also, what the fuck are their shoes supposed to be made out of?

Anonymous

Anonymous No.5485250 Report

>>5469085
That design bothers me because all I can think about is how annoying it would be to go to the bathroom in that.

Anonymous

Anonymous No.5485259 Report

>>5484804
>That's to be decided by the bloody director you sod.

Again with the circular reasoning

How do directors make their decisions? They use the context of setting, character traits and cultural analogues to determine what fits their aesthetic goals. They don't just say "make it cool" they figure out what will make the design fulfill its purpose.

Anonymous

Anonymous No.5485263 Report

I know it's very nitpicky, but when I think about character design I always end up imagining that character waking up and getting dressed in the morning. Are they explicitly dressing like that? I feel like too many character designs ignore the fact that the character should have their own ideas and opinions about their own self image, and has to be consciously making decisions about how they're dressed and present themselves. Many characters feel "dressed" by the artist and I think that takes something away from them. Are they really putting on all these belts with no thought to what their aesthetic goals are?

Anonymous

Anonymous No.5485276 Report

>>5485263
I don't really think it's nitpicky, in fact it's something I think more designers should think of. Stuff like how the characters would realistically dress themselves, and thinking about how characters like >>5467005 would put on all that trash in the morning.

Anonymous

Anonymous No.5485288 Report

Quoted By:

>>5485276
I think it's less about the fact that they have to physically put it on and more about that they have a perception of self, and aesthetic tastes, and are trying to say something about themselves to the world with how they choose to dress. It can make sense for your demon knight to wear armour covered in spikes, because he's trying to be intimidating and appear violent.

People have been talking a lot about Xenoblade in this thread and it's interesting to note that most of the background characters are dressed much more realistically. They dress for practicality, in clothes dictated by their culture and need.

Anonymous

Anonymous No.5485351 Report

Quoted By:

>>5466904
shut up i'd suck his dick

Anonymous

Anonymous No.5485360 Report

Quoted By:

I'm a big fan of robes and cloaks and ponchos. Anything big that drapes over a character. Interesting hats too to round out the silhouette. Also big baggy pants.

>>5475781
You get it.

Anonymous

Anonymous No.5485457 Report

>>5485259
>they figure out what will make the design fulfill its purpose.
And that's how we end up with appealing designs that maybe difficult to get into in the morning despite the person not having maids.
Because, in the context of the world, the director deemed that it doesn't matter.
Are we in agreement?

Anonymous

Anonymous No.5485477 Report

Quoted By:

>>5485457
It makes designs where people look like they're welded into their clothing, like it's literally a part of their skin because they have no choice in the matter.

Anonymous

Anonymous No.5485843 Report

>>5466904
Stop calling it botw rip off, they are nothing alike

Anonymous

Anonymous No.5485847 Report

Quoted By:

>>5467005
You have no idea how much I love this kind of messy character design

Anonymous

Anonymous No.5485856 Report

Quoted By:

>>5485843
>nothing alike
Don't use the wrong words. They share many similarities.

Anonymous

Anonymous No.5485859 Report

Quoted By:

>>5467047
I wonder what the new super fresh cool factor looks like nowadays, I understand that people are tired of emo finalfantady spikes hair guys, but as a designer I feel like I dont know whats cool anymore and when the internet decides something theres no fighting back

Anonymous

Anonymous No.5486466 Report

>>5485250
you must hate every armor then

Anonymous

Anonymous No.5486516 Report

>>5485263
I mean, even in the real world sometimes the clothes are just a product of the environment and don't represent the person wearing them at all. also there is the fact that the meaning of clothes changes a lot overtime and from culture to culture.

Anonymous

Anonymous No.5486575 Report

>>5486516
This only adds to their point. If a character only wears something because they have to and they don't actually like it then that can frame their characterization

Anonymous

Anonymous No.5486596 Report

>>5486575
yeah, but isn't character design more than just showing the personality? shouldn't it also reflect the world that the character lives in?

Anonymous

Anonymous No.5486686 Report

Quoted By:

>>5485457
>that maybe difficult to get into in the morning despite the person not having maids.

>Being so fucking autistic that you can't comprehend a metaphor

If a character needs protection to not die doing their job then they will take the time and effort to put it on. Like a Hazmat suit or a space suit, but just wearing those things to be "cool" just looks asinine.
>in the context of the world
The MH game is built around upgrading your gear. You have blacksmiths, guild employees and literal Felyne/palicoe servants helping the hunters. It's entirely in line with that world they have help putting their gear on.

> end up with appealing designs

You have to know what to do and what not to do when making something appealing. The "it doesn't matter" mindset is not enough to achieve this

>Are we in agreement?

If you agree thought has to be put into any design.

Anonymous

Anonymous No.5486689 Report

>>5486596
>shouldn't it also reflect the world that the character lives in?

Never said it shouldn't. It's obvious a characters tastes,occupation,and resources would be built around the culture they exist in. This isn't an either or situation.

Anonymous

Anonymous No.5487779 Report

How do you differentate between a "mecha" design and a more standard robot? Blocky body?

Anonymous

Anonymous No.5487786 Report

Quoted By:

>>5487779
>How do you differentate between a "mecha" design and a more standard robot?

A mech is a piloted vehicle and a robot is an automaton guided by programming or AI. Designs of either thing are anything you can imagine them to be

Anonymous

Anonymous No.5488112 Report

Quoted By:

>>5484628
I love that one, so ominous, mysterious, exotic, dangerous

Anonymous

Anonymous No.5488672 Report

I am torn with her design. I like it a lot but there's details I think make her design a bit worse, mostly the boob cut thing or the back of her panties, the second one mostly. But in general I like it

Anonymous

Anonymous No.5488674 Report

Quoted By:

>>5467249
context is king tho.

Anonymous

Anonymous No.5488690 Report

>>5486689
>Never said it shouldn't.
how does it add to their point? isn't he framing the dissonance between personality and clothes as a design flaw? I am trying to say that in many context it isn't.

Anonymous

Anonymous No.5488695 Report

>>5488672
>the boob cut thing or the back of her panties
why? they seem to fit really well with the rest of the design to me.

Anonymous

Anonymous No.5488722 Report

>>5488695
idk, the boob cut okay, I don't really care about that, but the panties kinda seem a bit forced? I am still playing the game so no clue if there's an explanation for it later on but she practically has her entire buttcrack exposed

Anonymous

Anonymous No.5488821 Report

This is a fashion thread, not character design.

Anonymous

Anonymous No.5488829 Report

Anonymous

Anonymous No.5488834 Report

Quoted By:

Anonymous

Anonymous No.5488837 Report

>>5486466
No, because to me armor can be taken off more easily. Unless it's illogical fantasy armor, but you look at real armor and you can see how it can be worn and taken off. Meanwhile Rex wears a bunch of weird crap on top of a jumpsuit that seems to not have a zipper or fly.

Anonymous

Anonymous No.5488906 Report

>>5488690
>isn't he framing the dissonance between personality and clothes as a design flaw?

That anon was talking about the dissonance between Author and creation. When an artist projects their own taste onto a character instead designing around the sensibilities that would make sense for them.

Anonymous

Anonymous No.5489029 Report

Quoted By:

>>5488672
terrible design
simple yet over detailed

Anonymous

Anonymous No.5489033 Report

Quoted By:

>>5484771
Akiman's the best!

Anonymous

Anonymous No.5489357 Report

Quoted By:

>>5488906
I misunderstood him then

Anonymous

Anonymous No.5489377 Report

Quoted By:

>>5488837
I guess all comes down to personal perception because to me historical plate armor also look like a pain in the ass to put in and to take it off.
https://www.youtube.com/watch?v=V8-eeJUcO5M

Anonymous

Anonymous No.5489389 Report

>>5488722
>but the panties kinda seem a bit forced?
I mean, isn't that just a girl in a lingerie with some bandages?

Anonymous

Anonymous No.5489414 Report

Western shit? Love Witch Hunters from Warhammer. Those pilgrim hats or whatever they're called are kino.

Anonymous

Anonymous No.5489480 Report

>>5489389
I guess, idk, that's the only part of her design that really makes me question it, I think it's because it's not really subtle. Although I guess not being subtle does fit her character.

Anonymous

Anonymous No.5489530 Report

Quoted By:

>>5467005
Personally this would be elevated if his clothes were worn and torn, like an actual traveller in that setting? Give him ripped clothes, slashed boots, and a tad of shaggy hair and it'll look elevated for me.

Anonymous

Anonymous No.5489545 Report

>>5489414
Warhammer is a case of being so retarded it works.
>dude what if we took a priest
>and put in power armour
>wait no, even bigger power armour
>and added a bunch of religious scripts to him to show that he is definitely a priest
>and some skulls too because they're cool
>and a big fuck off wreath because those are cool too
This is a mini but someone definitely had to concept this out at some point

Anonymous

Anonymous No.5489554 Report

Bruce Timm's animated series designs. Cool angular simplified design, nice contrast, etc.. I might be biased though, grew up with that show.

Anonymous

Anonymous No.5489631 Report

Quoted By:

>>5489554
I fee like this level of shape confidence is what cal-arts style cartoons strive for but they just end up with all the contours and shapes being rounded

Anonymous

Anonymous No.5489638 Report

Quoted By:

>>5489554
Too bad he treats his female characters like fapmeat

Anonymous

Anonymous No.5489640 Report

Quoted By:

Anonymous

Anonymous No.5489642 Report

>>5489389
The panties are just overkill in my opinion. Everything else is ok

Anonymous

Anonymous No.5489648 Report

>>5485263
>inb4 "HURR FICTIONAL RIGHTS ARE HUMAN RIGHTS"

Anonymous

Anonymous No.5489652 Report

Quoted By:

>>5476334
But if there's no revealing skin, how will our fanbase of horny little boys know this character is female?

Anonymous

Anonymous No.5489656 Report

Quoted By:

>>5473213
>pic related
I want to see Hilde in a battle gown if they ever make SC7. Not 100% a battle gown, just something that has the same silhouette. That would be so cool!

Anonymous

Anonymous No.5489707 Report

Quoted By:

>>5488837
I think it makes more sense when seen as an incomplete diving suit.

Anonymous

Anonymous No.5489713 Report

>>5489648
In so far as that matters, if a character is supposed to be sexy they should be aware of that themselves. A girl with her fat tits spilling out of her top with pants that don't cover her ass who is supposed to be shy and awkward is not a good design.

Anonymous

Anonymous No.5489758 Report

Quoted By:

>>5489713
No, I agree.
The greentext was meant to mock the inevitable comeback.

Anonymous

Anonymous No.5489770 Report

I'M A BLACKSMITH, YOU KNOW THIS BECAUSE I'M WEARING MY BLACKSMITH GEAR

Anonymous

Anonymous No.5489780 Report

Quoted By:

Anonymous

Anonymous No.5489785 Report

>>5489480
>>5489642
what else should her use?

Anonymous

Anonymous No.5489794 Report

Quoted By:

>>5489414
yeah, I really like Warhammer's designs

Anonymous

Anonymous No.5489795 Report

>>5489785
I dunno. I just think that's a lot of 'windows' for panties.

Anonymous

Anonymous No.5489816 Report

Quoted By:

>>5489713
>A girl with her fat tits spilling out of her top with pants that don't cover her ass who is supposed to be shy and awkward is not a good design.
ok, but what if she is from a nudist society?

Anonymous

Anonymous No.5489931 Report

>>5489545
>Warhammer is a case of being so retarded it works.
Might me because the only things i know about warhammer are techpriests, skaven, orks and tyranids, but i've always loved all the retarded/crazy shit in it

>cultists who worship machines and believe that making youself as robotized as possible is what everyone should strive for
>their obssession with machines also makes it so that before fixing anything they need a fucking ritual with texts and incense
>everything is both incredibly advanced and retardedly inefficient

>orcs so obssesed with fighting that their society revolves around it
>refuse to kill babies because if babies die they cannot grow up and fight
>oh and they're also plants

Anonymous

Anonymous No.5489943 Report

>>5467186
you're a retard and you suck at art

Anonymous

Anonymous No.5490235 Report

Quoted By:

Anonymous

Anonymous No.5490772 Report

>>5489795
I agree with this guy

Anonymous

Anonymous No.5490827 Report

>>5489795
>>5490772
come on guys! we should be able to do better than that.

Anonymous

Anonymous No.5490842 Report

Anonymous

Anonymous No.5490904 Report

Quoted By:

>>5490842
I mean that we should be able to change a design to, at least, fit our own liking.

Anonymous

Anonymous No.5491355 Report

Quoted By:

>>5489931
There's method in the chaos.
I think there's a streamlined 'simplicity' feeling amidst the crazy details.

I think that's a hallmark of a good design imo

Fighting Games And Dated Design Site Boards.fireden.net

Source: https://boards.fireden.net/ic/thread/5466810/

Posted by: blackwellutmacksmay.blogspot.com

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