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What is the key to using asymmetry in character design tastefully?
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>>7158631
symmetry is sin
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>>7158631
mihoyo has some of the ugliest designs i've ever seen man. they all look ai generated
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>>7158642
It looks like chinese mobile phone game art because it's a chinese mobile phone game
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>>7158642
your post smells of ai generated text to get the most replies.
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>>7158631
WuWa is probably going to steal my life away…
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>>7158642
Probably because AI was trained on his work retard.
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>>7158708
Nah, it's because the artist sucks and their designs are ass.
Even AI slop looks better than this incoherent hell.
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>>7158715
>incoherent hell
i don't say this often, but you must be retarded.
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Redpill me on nikke and snowbreak
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>>7158726
i really wanted snow break to succeed. All it had to be was a codm but anime.
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>>7158631
Weight distribution probably. He can give them a longer skirt on one side, but the other side should have a shoulder pad or something. You want to be able to flip it, and not have it appear lopsided.
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>>7158725
I wish. If I was retarded I might actually stand a chance at enjoying this shit.
I'm envious of you gookslop enjoyers. What's it like to survive on a diet of crap? Doesn't it give you brain gas, shoveling this shit into your gaping eyes day after day?
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>>7158726
AI designed gacha for lonely fat losers.
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>>7158631
I came across a description that went like this.
Mark the proportions vertically, then make sure to NOT place things evenly along those lines. Offsetting will give it rhythm. This extends to the silhouette and left-right symmetry.
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>>7158708
The AI was able to train on it because it's generic and there's a lot of it
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>>7158642
that's just Chinese sensibilities. They think more = better, and bring gaudy is high class. Even looking high class is as good as being high class.
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>>7158631
You could try looking at a bunch of asymmetrical designs and study them, try to understand why you like their asymmetry, or at least what the creator was doing.
Asymmetry by itself is already nice, breaks the balance and gives the figure more dynamism, but beyond that, what is going on in those pictures, for example?
Almost all of them have something going on in one leg mid-thigh (a band of some kind, high boot, etc.), then the opposite leg is usually clean until below the knee. Not only this creates asymmetry, it also creates a rhythm between the legs, because the eye will first notice the detailing on the higher one, then move onto the lower one. The viewer gaze no longer sees the figure in a vertical line from top to bottom, but zigzags left to right. I'm sure if we could see the rest of the models we'd see this applied on opposite sides to create even more of a wave.
With the examples you provided though, one already does this: the blue pants one (4th 2nd row), where they have some kind of holster on the thigh, then an eye-catching knee guard on the other leg, then back again to the right for the low cut boot.
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>>7158735
Yes, balance. With organic flow.
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>>7158877
I honestly hate Genshin's character designs. Majority of them had way too much fluff, textures, ornaments, details, patterns and whatever the fuck those things are that it became annoying to process them visually. It's like back in the days of chinese mmos where all the characters are from some shitty cultivation-styled chinese dynasty designs with way too much details that nobody could remember.
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>>7158692
>>7158708
you can't seriously think these designs are good
so much useless pointless shit tossed onto the character, i can't look at half of them and tell what the fuck they are or what they're supposed to be outside of "distinct and colorful enough to draw in gambling weebs"
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>>7159853
As they say, if the design serves its intended purpose, it's a good design.
If the purpose was to attract the attention of affection starved gambling weebs and rob them of civilization's worth of sperm, they did a good job.
I theorize weebs like shit like this because their dopamine receptors are fried from too much internet and anime emotions.
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>>7159853
what makes you think that you are good enough to distinguish good design? if your undeveloped brain was smart enough, you'd recognize that all design is subjective. nothing in nature is perfect and that perfection is the enemy of art. name a "good" design and i can tear it apart if i want. you can talk shit about literally anything, up to and including Virgin Mary. you're just doing this to get reactions, like an attention starved baby.

>>7159864
where the fuck do you think you are? let me remind you, you're on 4chan. do you think normal people would come here? oh, you must be one of those >>>/co/ i bet you don't even draw. go away, tourist.
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>>7160151
You petulant little cunt, I grew up on 4chan. I was bullying kokujins to suicide before you jerked off to your first pair of asymmetrical anime girl boots.
I've experienced enough to recognize certain trends in design and to understand their origins and destinations. Each generation of weeb following the original weebs has shittier taste than the last. The explosion of shitty taste (over designed gaudy monstrosities, ultra generic copy pasted faces, no color coordination, asymmetrical noise, bad shape design, meaningless accessories, frills and other visual vomit) happened after the second wave of weebs grew up exclusively on the internet. The more time each weeb generation spends online, the worse it gets.
Anime is a drug. It's over exaggerated, loud, emotionally juvenile, and meant to rile up the high strung senses of autistic teenagers to keep them placated and distracted from their sexless lives. Long term exposure to anime and other gook products fries the dopamine receptors so that over time, one needs more and more and more nonsense to feel satiated. Genshin crap is near the end stage, a sort of metastasis of bad design that appeals exclusively to addicts, gamblers and porn addled zoomers who discovered hentai when they were nine.
Literally just draw random shit in random places. It's not that complicated.
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>>7160448
anime is pushing boundaries of what's possible and you're complaining? why do you want it to look like real life so much? we've got movies... we've got a shitty real life right now.
you said it yourself, literally just draw random shit. don't be afraid of assymetry, don't shy away from meaningless accessories. what are you, a businessman?
if you think this is bad, then your growth is stunted, you're getting old and afraid of change.
i'm pretty sure that i'm older than you, btw. you can't use the age card in your pointless argument.
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>>7160455
Older than 47? Doubtful. My very existence is a reminder of the grim reality of this morbid universe.
Who said anything about real life? These designs are visually noisy. If you think that's pushing the boundaries of possibilities, yeah, it is, in the same sense that bananas taped to canvas or piss in a tub is pushing the boundaries of modern art in museums.
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>>7160151
art isn't really 'subjective', if it were we wouldn't study fundies. things like good color scheme, shapes, etc. none of these are subjective, they are universally recognized as good -- if done right.
>you'd recognize that all design is subjective
not at all. if this is true why are there character design classes?
>what makes you think that you are good enough to distinguish good design?
i'm not a drooling npc.

anyway see picrel for a good design. simple and iconic. she is a princess. everyone, regardless of their background and mental state and [x] will recognize her as that. shapes are clean, colors meld well, and she's cute. it's not endless shit tossed all over a generic deviantart tier "oc base" or whatever
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onmyoji is a gacha game with, actually, good and creative designs. genshit slop could never ever
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Asymmetry is only good when its encoded into the design in the first place
Making a character, and then splatting some thingies here-and-not-there, like the retarded shit on your OP, is soulless, lazy, cringe and it shows
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>>7160771
Art is subjective. You study fundies to improve draftsmanship. Good color schemes, shapes and "etc" are subjective.
Peach is only iconic because of the ip she is associated with, the design cannot get any more generic
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>>7162183
I would argue good color schemes, shapes and the like aren't as subjective as one would think. Most things in nature are derived from certain harmonious mathematical principles. Music is the same in that there's "no objectively right way," yet the tendency has been towards notes, chords and structures that sound good together for thousands of years.
The principles of design apply across just about everything and while styles come and go, most styles that take off have at least something about them that can be said to be "objectively appealing" to most eyes.

I think the key with everything is understanding your audience and your intended purpose. A design is good when it achieves it intended purpose in the context of whatever it is in.



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