=== Gatsu wannabe good CaS Guide ==== (aka how to create quality shit)

Gatsu

[14] Master
Lol,this is started as reply in Benji's thread,but turned into too big ass post
So,to not monopolize his thread i split it into a separate thread

WARNING: lil long read,if not interessed is a good moment to take dat epic ass gif

gifko_07.gif

and jump teh fuck out, you still gained something :D



OK,for who is still here

I ever push in the future the idea to do a "CaS guide",because it will take a mammoth amount of work/time and as result very few people will anyway understand it,i will be not surprized if random teen without any artistic knowledge explode into "waaa u liar my CaS r cool,because blah blah blah" and instant get 78 likes

So, let's try to use your questions(if you're interessed) as filter, in that way i don't have to start an huge text wall (because CaS if done with quality is basically chara design,and the chara design process is an HUGE argument) but i've to reply to very selective arguments about the main mammoth one

Ok, let's split the question in two main approach

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HO TO USE CaS?

A- I've buy SC with my $$$ and i want use it as teh fuck i want (and even pretend my shit is cool)

B- I want understand how to create quality CaS
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A- Ok, fine. No problem with it. Create your pink afro thong nunchaku guy, or your immortal dark demonic powah character (i put them on the same level). Have fun with it, but our travel end here. --- GAME OVER ---

B- Great,that's the spirit. Follow me young fatty Padawan

As said split that giant shit into sub questions it may make it easier

-Short automatic Q&A-

Q- In short what can be considered a good CaS?
A- One CaS with good SoulCalibourish chara design,that you can put next to icons like Mitsu or Sieg,and it still feel legit and fitting with the visual game style

Q- But... but... they're pro (SC guys) why you say that some official characters have not good chara design?
A- Exactly because they're pro, marketing and $$$ are involved... Theyr job is'nt do the best quality chara design, but create the most marketable chara design. So sometimes is just about feed the sheeps

Q- I want write huge wall text fan fiction about my created character,there is something wrong in me?
A- Almost surely yes,but that's not the point. If you want write massive ass story you're absolutely free to do it,what you need to get is that your CaS is chara design, give him a story is an addition. And, if your character have a story, tell it using the design as tool is the best,most powerfull and straight way

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-Open Big Ass Questions(ask for one to get reply)-

-How to create SoulCalibourish chara design?

-Aside CaS pieces,the game give me helps to create a good SC design?

-How to create a side "cast"?

-Is a single concept/idea/ispiration a good way to create a CaS?

-Clichè: it is teh evil? It can have positive sides?

-Colour scheme: how to deal with that bitch?

-How to break the line? What it mean?

-How to chose a decent name? It's important?

-CaS pieces... i'm in love with one,can i spam it?

-Done 50 original CaS and passed 398 hours in teh editor, i earned my black belt right? I'm a CaS God,no?

-Ehh,i've great creative talent (my mom told me so), it's Sc editor's fault being so limited.. right?

-Why do you believe chara design is dying? Or to use a lil less strong opinion,why is getting weaker?

-How/Why "insert important question that i've surely forget to write" ?





Lol,yet in this way is some big ass stuff

Anyway, if i can help, i'm here



ps: thanks to Pocky,Norik and all others for the undeserved appreciation :D
pps: not to start a longer penis argument, but just to say i've studied that shit and even gain moneys from it. Feel uncomfortable writing it,but maybe know this make a lil more reliable my opinions for who read
 

Agree, understand Capcom's (starting from his old school age) creative process is understand the ABC of character design,without it is just blowjob internet sheeps request

SF2 literally invented the FG chara design

Kudos for you!


ps: back in the time i got in my hands the artwork book off SF2 anime movie, the best thing was that inside you find thousands of bw pencil sketches with hand written side-notes of the artist with great chara design considerations and very classy,lil and hard to notice details with explanation of stuff that the casual eye not even notice. It was impressive see how many sub-levels key of read can have an apparently simple concept
 
Ok, now I'll start to answer your questions:

-Is a single concept/idea/ispiration a good way to create a CaS?

Actually, yes. Inspiration is just the starting point, as long as you are not trying to faithfully replicate a picture, your designs will evolve by themselves. Both Kilik and Goklu were inpired by Sun Wukung, but they are nothing alike. My Sinclair is inspired by Sir St. Clair, from a novel I read two months ago.

-Clichè: it is teh evil? It can have positive sides?

Great question. Most of the people that make CaS just randomly thow pieces that look "badass" or "evil" or "cool" or "heroic", which just doesn't look right. But if you make your characters too real they will look generic. The trick is to make them look like they're real, while not actually being it. Chun Li, for example, appears to be just a random chinese girl, but wears spiked weights, wrestling boots and athletic tights. Taki, which looks like a generic ninja, wears bright colored tights straight from a superhero comic book.

-How to chose a decent name? It's important?

Of course it is. Making an evil knight of death named Zach, or a Japanese female soldier named Mary fucks up the whole thing.
 
This needs to be pinned as "The Ultimate CaS Creation Guide".

My 2c:

- Start with a brief backstory. It doesn't have to be anything spectacular (that would be Mary and Gary Stu territory), but don't make it boring as rocks either. It just needs to be something that would justify what your character is and what he stands for.
- Naming is always important. Don't pick up random shit like Zangetsu for a completely westernized dark knight. Actually put some thought into your naming. It's best to look up names from the cultural origin of your character, even better if you find names that can relate to their being.
- Imagination is key, but not if it's all sugar and heroin. You want to make your character feel like it's part of the SC cast, and as hard as that is to accomplish, it is not impossible. Say you want to make a samurai. Don't immediately start piling on the generic samurai pieces and color them all red and black (or purple and black, or gold and black, or white and black, etc...). Take the time to look for some inspiration. Search up ancient samurai on Google, hell, you can even look at old concepts for Mitsurugi, or go delve into other media for decent samurai. This goes for all the types of characters you want to create. All this combined exposure will make your own creation unique among other CaS out there online.
- Lastly, this is more of a biased opinion, but stay away from recreating other media (Sephiroth and Cloud in SC = lolwtf). These are unoriginal and a waste of space. If you wanted to play as those characters, play their actual game.
 
my questions from your list

How to create SoulCalibourish chara design?
Colour scheme: how to deal with that bitch?
CaS pieces... i'm in love with one,can i spam it?
How to chose a decent name? It's important?
 
How to create SoulCalibourish chara design?

Something that has some basis in reality, but is still stylized enough to look interesting. For example, Siegfried is obviously recognizable as a knight. However, very few knights in reality ran around helmetless and with crystals over their armour. Mitsurugi is obviously a samurai, but leaving your chest exposed is a very bad idea in a real life sword fight.

If it looks passable compared to a SC character, it's good enough. Keep in mind that there are some SC characters whose designs are just pure wat (Xianghua, your shorts shouldn't exist for another few centuries).

Colour scheme: how to deal with that bitch?

Try to avoid a single predominant colour, but at the same time, Rainbow Pimp Gear is a bad thing. Try at least three different colours in your outfit, but avoid the big cliches, ESPECIALLY BLACK AND RED. A good design can be ruined by the wrong colours.

At the same time, don't use ones that are too dull or too bright and saturated. Dullness looks boring, and saturation looks gaudy.

CaS pieces... i'm in love with one,can i spam it?

That all depends on how well you can pull it off. Colour and other parts of the design are everything. Also, make sure the piece you intend to use fits the character. A monk running around with a certain samurai chestplate you love is a quick way to break suspension of disbelief involving your design.

How to chose a decent name? It's important?

Make sure it fits the culture you are imitating for the character. Of course, not everyone is stuck with a name from their homeland, but a black dude named Amatunarutokamisephriothdanteshotomaru is very inappropriate. Also, if you don't know a certain language, you could always just try something phonetically pleasing. Not everything has a meaning.

On the subject of names and meaning, don't choose a name that reflects the appearance or personality. A goth-looking girl named "Raven" or "Ebony" is a quick way to prevent the character from ever being taken seriously.


Just my opinions. Of course, I'm pretty much a nobody here, but Gatsu's the legendary CaS master from what I've seen. If he has better answers, consider mine invalidated, lol.
 
Pocky Yoshi inputs.

Why do you believe chara design is dying? Or to use a lil less strong opinion,why is getting weaker?
People are lazy and unimaginative these days. They think slapping the typical Sephiroth or so will save them. There's nothing wrong with using the idea, it's making it original. As mentioned before, culture with some fantasy idea usually grab peoples attention. Look at Goku and Sun Wukong. Both are similar, yet the people who made Goku made it original from the inspiration. Make your CAS jump at the sheep. Impress them.


Done 50 original CaS and passed 398 hours in teh editor, i earned my black belt right? I'm a CaS God,no?
No. Unless you've wowed many people with at least 25-35 out of 50 then maybe. But chances are some of them could of been used as some 3p or more for an original you've already made. Not to mention sometimes too much CAS would wear down the mind. For instance. Too much fattening of a Ryu character you made another guy who looks cool but has a similar Ryu feel to them is not always good. Sure story isn't too important as long as its point A to point B, but make it too similar and some ignorant prick might ruin your day out of misunderstanding.

The best way thing to do imho is to not care about the number of "good" CAS and worry about "trial and error".


How to create a side "cast"?
Side casts imho are optional depending on the situation. Personally, I find them useful as fattening to your originals story. My character Akemi is just that. She's Rei's younger sister. That can help make people understand what buttons people could press to make Rei say this or that. In other words, it gives more imagination like this dialogue.

Akemi: Rei, I'm hungry.
Rei: Be patient, I'm almost done training.
Akemi: But you've been at it for a hour.
Rei: I'll cook your favorite when I'm done.
Akemi: Really? Great.

And just like that, you explore your originals a bit more with a side character. The only nitpick is make them look like side characters. Though my Akemi dresses weird, it's because she's the childish herp derp which makes Rei look more mature.


Colour scheme: how to deal with that bitch?
Color scheme must be and I repeat must be experimental trial and error. Don't just dabble with the typical black and red, try something new out. Explore. It's okay if it doesn't turn out right, mix and match, add and subtract and perhaps you'll find a new color to play with.

Bonus: Why should you elaborate on etc?
Pocky Yoshi notices certain people post CAS without some explanation. Sure posting is fine, but sometimes people need to know "Why does she wear a dorky helmet? She looks better without it".

Let me use an example......Rei Hayashi's 2p look. The kabuki cat ninja look. Her purpose is to be one of the Manjitou that's a girl. She's supposed to look kinda awkward yet nice. Let me get into more detail.

At first no one understands why she has long white hair instead of her usual short violet bob cut hair. Here's why, it's supposed to act like some Kabuki wig since there's none in SCIV. Kabuki is some traditional Japanese character I got inspiration from.


I just added a cat properties to also emphasize that Rei may have has some quirks, but still retains being ladylike. In other words, she's a tomboyish girl who can get into cute fashion.....and she loves cats lol. In general, I mix serious and cute Japanese fashion for Rei Hayashi because that's her personality.Tomboyish and somewhat quirky because she's my humble attempt on making a minor character for the Manjitou

A pic of her.
rei10-jpg.9984
rei9-jpg.9983
rei7-jpg.9981
Hope this rambling helps.....
 
Ok, now I'll start to answer your questions:

1-Is a single concept/idea/ispiration a good way to create a CaS?

Actually, yes. Inspiration is just the starting point, as long as you are not trying to faithfully replicate a picture, your designs will evolve by themselves. Both Kilik and Goklu were inpired by Sun Wukung, but they are nothing alike. My Sinclair is inspired by Sir St. Clair, from a novel I read two months ago.

2-Clichè: it is teh evil? It can have positive sides?

Great question. Most of the people that make CaS just randomly thow pieces that look "badass" or "evil" or "cool" or "heroic", which just doesn't look right. But if you make your characters too real they will look generic. The trick is to make them look like they're real, while not actually being it. Chun Li, for example, appears to be just a random chinese girl, but wears spiked weights, wrestling boots and athletic tights. Taki, which looks like a generic ninja, wears bright colored tights straight from a superhero comic book.

3-How to chose a decent name? It's important?

Of course it is. Making an evil knight of death named Zach, or a Japanese female soldier named Mary fucks up the whole thing.


1- This was a tricky one :D
Thing is start from a strong idea always is the starting point, but also it risk to trap your legs and stop you to keep move forward and develop the design.
A base of complex design is also have many different keys of read, a thing to avoid is let the first idea to block you at the starting point, keep it is good and give strong base, but it must not stop you from find more layers
Example if you take a SC character,he almost ever have more than one keys of read
Even if you take an apparently uber simple design as Rock, dissecting the design process and the concept:

-clear ispiration from Swarzy's Conan (specially SC1 2p,the black paint is another clear citation)
-the archetype of the barbarian
-the archetype of the berseker figure, nordic warrior that wear savage animals skin(bears,wolves) and fight without armor,showing apparently not human(on reality they was on drugs/trance) strenght
-the archetype of the wrestler,classic figure of FG (lol,even American wrestler,if you think that's born english living in NA), the huge muscle dude with the whole moveset about throws
-for the point above,they even take the wrestler Triple H as ispiration for his 3D model
-the incarnation of the primitive power of the nature (see he ever wear his animal stuff,but still don't give the impression of the cruel hunter against nature,on the contrary he seem part of it), nature also mean creation,life... notice how is opposed to Asta, an artificial thing, created by men and with destruction, kill and power as only reasons
-the archetype of the "gentle giant", and the figure of the father, see the whole Bangoo thing
-the incarnation of the pure strenght, you see how everything he do is a pure act of strenght, you dont see him slash(since he got the mace),pierce or get sadistic/cruel(example Asta), everything he do is about blunt attacks,throw where he lift you and launch/slam around. Notice, a way of fight that remind very much the myth of Hercules (as iconic figure a big muscle furry dude with incredible strenght that fight with a huge club and wear animal -lion- skin... remember somebody?) wich in western culture is the symbol of the strenght. Also his very first SB 1p design,is clear citation to Hercules Nemea lion skin,with the head used as "hood".
-the role of the gladiator,see his stage being ever the Coliseum. Even if not as historic one (got nothing of Rome age gladiators, but is way more a tribute to Conan first part where he was a "gladiator" in a round pit), he cover the role as concept,as the maximum iconic expression of streght applied in a duel
-citation to "Dance with Wolves",the white dude drop his "civil world" to live in the wild and adopt the life style of natives, and respect/love them
-recycled the visual concept of aa char from a past game (i don't remember the name)
-in SC3 he's visually based on Zodd from Berserk: outfit similar to the human form,but with the helmet that remind the demonic version

All this (and more) in the one that is probably seen as the most simple chara design of the series, see why one can't stop at the first idea? :D


2- You say correct things,but my question was a lil more deep
Let's try from another perspective :D
First reaction of who want step up his creation, "wooo create a very original character iz so much better than clichè stuff"!
Right and wrong at the same time :D
Put it in that way: a mediocre designer can create a boring character from a very cliche concept, and a good designer can create an interessing char from a very original/strange/unique one... but you need a GREAT designer to create something interessing from a clichè figure. And it pay the efforts, SC show it very well
Is like a double edge stuff, if your artistic balls are'nt big enough it can easily throw your char in the shit universe of meh characters, but if you are good enough to make it work and be interessing,the iconic(let's drop the tricky "clichè" word) figure give you an automatic boost,because the figure itself have yet is own aura,his charisma,his cultural background that give him some solid base and identity even before start. So it allow the designer to put all efforts into add his personal touch, give him the feeling of uniqueness. Basically it get the whole pack,mixing classic and personality at the same time. Good example Mitsu, he start automatic as japanese-samurai-with-katana and from there he developed all stuff that make you say "He's Mitsu! Ha ha he's ever badass!"
Look, start from a total unusual/strange/original base is good too, but the point is that as paradoxically it sound, sometimes is the easier way, and often "original" don't necessary mean good. On the contrary often what is sell as "original" is just bizzarre

3- Develop, go on :D
 
my questions from your list

How to create SoulCalibourish chara design?
Colour scheme: how to deal with that bitch?
CaS pieces... i'm in love with one,can i spam it?
How to chose a decent name? It's important?

Chose one,as you can see from the post above, even one reply it take his time :D
 
1- Something that has some basis in reality, but is still stylized enough to look interesting. For example, Siegfried is obviously recognizable as a knight. However, very few knights in reality ran around helmetless and with crystals over their armour. Mitsurugi is obviously a samurai, but leaving your chest exposed is a very bad idea in a real life sword fight.

If it looks passable compared to a SC character, it's good enough. Keep in mind that there are some SC characters whose designs are just pure wat (Xianghua, your shorts shouldn't exist for another few centuries).



2- Try to avoid a single predominant colour, but at the same time, Rainbow Pimp Gear is a bad thing. Try at least three different colours in your outfit, but avoid the big cliches, ESPECIALLY BLACK AND RED. A good design can be ruined by the wrong colours.

At the same time, don't use ones that are too dull or too bright and saturated. Dullness looks boring, and saturation looks gaudy.



3- That all depends on how well you can pull it off. Colour and other parts of the design are everything. Also, make sure the piece you intend to use fits the character. A monk running around with a certain samurai chestplate you love is a quick way to break suspension of disbelief involving your design.



4- Make sure it fits the culture you are imitating for the character. Of course, not everyone is stuck with a name from their homeland, but a black dude named Amatunarutokamisephriothdanteshotomaru is very inappropriate. Also, if you don't know a certain language, you could always just try something phonetically pleasing. Not everything has a meaning.
On the subject of names and meaning, don't choose a name that reflects the appearance or personality. A goth-looking girl named "Raven" or "Ebony" is a quick way to prevent the character from ever being taken seriously.


5- Just my opinions. Of course, I'm pretty much a nobody here, but Gatsu's the legendary CaS master from what I've seen. If he has better answers, consider mine invalidated, lol.

1- Good reply,but get more deep... example Sieg. Ok,he got crystal shit on (i not hide that i overall not like many SC4 chara design choices,and Sieg is one :D ),but is representative of him? Or is the symbol of a phase?
Or Mitsu,tell me why he stay with right part of chest/shoulder not protected :D

2- Good. Overall it give a correct feeling(example right analysis about saturation and fuck boring over used colour scheme),but now go on on that,i want see if you mention a thing about colour scheme,that make partially "wrong" your original reply
Hint: is not about number of colours
Then there is other stuff,but as now i want see if you see what i mean :D

3- to give a reply you need a sub-question: WHY i like this piece?
If is about his versatility and that can be used to look total different(also with the colours help) on different characters,then may be a good excuse to use it more than one time(wich is different from spam it), but if is (like usual is for fav pieces) about the piece charisma/uniqueness/coolnes that make it so visual strong that seem more standard characters level (instead usual CaS anonymous stuff)... well, every time you use it after the first,you kill it a lil bit

4- You too,like Norik,go on :D
Both correct reply,and the name part is something that don't need exagerate wall text
So we have: use it to suggest culture/origin, make it sound pleasing, avoid as possible the most obvious/reflecting choice(but this is ever true? Example what if is a nickname? See, why Nathaniel Adams ingame is called "Rock"? :D )
Then what? Add add,this one is almost finished :D

5- No dude,i don't want erase your to replace with mine,i want you take yours(that are good,overall i liked some your stuff) and develop it to step up. And in your case is yet easier than for some others,since as now you're yet pointed in the right direction :D
 
Pocky Yoshi inputs.

1- Why do you believe chara design is dying? Or to use a lil less strong opinion,why is getting weaker?


2- How to create a side "cast"?

1- Look Pocky,on this i'm not talking about teens (on reality yes,but not theyr "creations"), i'm talking about the PRO
And not about MK style lol "chara design",i say why even GREAT chara designers product meh stuff sometimes?
Build your reply with 3 words: internet - marketing - globalization (if you want a bonus one "reverse creative process" :D)

2- Good, but less deep and less focused on the single ones: the cast,as a whole
You have them all together and you do a group picture,what make that cast a good one?
 
The thing that trips so many people up is color coordination. Try using this bad boy to help pick your color schemes:
http://colorschemedesigner.com/
And this is another good one, but still need that additional factor that i want read from who i asked to go on
But,this can help to see the right direction if put in that way: cool stuff,but i see it working more on a 2D visual style, less in SC... why? :D
 
And this is another good one, but still need that additional factor that i want read from who i asked to go on
But,this can help to see the right direction if put in that way: cool stuff,but i see it working more on a 2D visual style, less in SC... why? :D
I disagree. Once you get into triad and beyond schemes and play with the saturation and contrast you can find many color schemes that will work in the world of Soul Calibur's frequently muted hues. In fact, you can easily replicate some color schemes already in the game.

In truth, I didn't read the OP fully to know that this was an design theory class. Carry on. ;-)
 
1- Good reply,but get more deep... example Sieg. Ok,he got crystal shit on (i not hide that i overall not like many SC4 chara design choices,and Sieg is one :D ),but is representative of him? Or is the symbol of a phase?
Or Mitsu,tell me why he stay with right part of chest/shoulder not protected :D

It is representative, yeah. The stylization actually does have a function in storytelling for those two. They might not have been the best examples I used, lol. Siegfried's armour shows that he's become Soul Calibur's powerful wielder, and while the crystals...Aren't the best design choice, they're very representative of that.

Mitsu probably wants to show that he's extremely skilled, and doesn't need too much protection. Or, it could be a constant reminder to improve himself, since the unarmoured part of his chest is constantly showing his gunshot scar.

2- Good. Overall it give a correct feeling(example right analysis about saturation and fuck boring over used colour scheme),but now go on on that,i want see if you mention a thing about colour scheme,that make partially "wrong" your original reply
Hint: is not about number of colours
Then there is other stuff,but as now i want see if you see what i mean :D

A multitude of colours can be used if they're used well. For example, Geralt from The Witcher has white, blue, reddish-brown, dark brown, tan, black, and silver in his costume, but they go well together and blend into a relatively good-looking design.

http://images.wikia.com/witcher/images/b/ba/People_Geralt_full_2.png

Of course, the wrong colours going together can still screw everything up. It's not so much the colours themselves, it's how you use them..I think.

3- to give a reply you need a sub-question: WHY i like this piece?
If is about his versatility and that can be used to look total different(also with the colours help) on different characters,then may be a good excuse to use it more than one time(wich is different from spam it), but if is (like usual is for fav pieces) about the piece charisma/uniqueness/coolnes that make it so visual strong that seem more standard characters level (instead usual CaS anonymous stuff)... well, every time you use it after the first,you kill it a lil bit

I agree completely on how overuse lowers the coolness. I learned this the hard way back when I first started making characters. When everyone's wearing the same thing, it really does make it less awesome.

But, versatility is a gigantic part of design. If you can make a piece work with the rest of the costume without having it look out of place, go for it and make it rock.

4- You too,like Norik,go on :D
Both correct reply,and the name part is something that don't need exagerate wall text
So we have: use it to suggest culture/origin, make it sound pleasing, avoid as possible the most obvious/reflecting choice(but this is ever true? Example what if is a nickname? See, why Nathaniel Adams ingame is called "Rock"? :D )
Then what? Add add,this one is almost finished :D

Nicknames are a good exception to the rule. My ridiculous hyperbole still has some standing though. :P

Off-topic, but I thought Rock's name was Nathaniel Williams, not Nathaniel Adams. Gonna have to research now, or it'll bug me all day tomorrow.

5- No dude,i don't want erase your to replace with mine,i want you take yours(that are good,overall i liked some your stuff) and develop it to step up. And in your case is yet easier than for some others,since as now you're yet pointed in the right direction :D

A compliment on my CaSes? From Gatsu?

Massive self-confidence boost: ACTIVATED

self%20confidence.jpg
 
I disagree. Once you get into triad and beyond schemes and play with the saturation and contrast you can find many color schemes that will work in the world of Soul Calibur's frequently muted hues. In fact, you can easily replicate some color schemes already in the game.

In truth, I didn't read the OP fully to know that this was an design theory class. Carry on. ;-)

I put it on spoiler, i want see if others arrive it by themself :D

As i said is a good one, but miss one factor that is

it focus on gradations(wich is cool), strong main colours and side colours connection, and that's the pixel art 2d FG philosophy.
Then SF4 get in 3D but keep the origin,so it go well for it too.
But if you get on the 3D world,usually the music partially change... number of colours tend to increase,but is not only that, is more about colours get divided in strong ones and weak ones.
In short is not only about have x number of colours or have them match good together(wich is a good thing), but is also about have a balance between strong and weak colours.
Very few colours look unrealistic on 3D(even if i must say SCV is a lil bit few colours oriented,probably because as we know this time they want give a visual look that please the 2D community), but many strong ones feel to much, at the same time have no strong colours give a weak visual impact,and so on. The key is all here,have few strong ones that give you the visual impact, but at the same time have minor weak colours (think the brown,the gray,the low low saturated version of xxx colour, basically the ones that peoples never mention) that complete the job if you need,that work as lil additions or add variety,but are'nt going to steal the scene
 
Yeah. In 3D you can't just give a character different tones of a single color, unless you want to make a Power Ranger. There are exceptions though, especially when that color is gray.
 

Good ones :D

Yeah, SC4 Sieg is basically a walking Soul Calibur with a blond wig :D
Basically is almost no more Sieg, it turn into total icon mode: is the icon of the "Good Side", it got exagerate wingish shoulderpads that suggest almost an angelic line theme and even the colour scheme drop totally the usually very terrain gray iron- army green to go total celestial (notice,basically first time Sieg wears any kind of blue)

Good eye on Mitsu,the point is exactly about that scar :D
Is the total incarnation of the fighter way of work on your weakness(not surprizing since he's the SC incarnation of THE fighter,THE Ryu of the game), basically expose on purpose what was his weak point, the symbol of his only loss.
Is like some kind of self-challenge, he's all about not lose again (and not repeat the SAME error) but at the same time give to the opponents the chance to defeat him in the same way :D
Is like say, "if i'm so dumbass to get shot there again,i deserve it, because it mean i'm not improved" :D
Imho a good example of how with even lil story info (all you need here is "xxx years ago mitsu got shot on that shoulder,now he want not lose again a duel but still expose that part) you can understand story/info about a char just watching his chara design

Geralt example is partially right(example many colours don't necessary mean "error"),but keep in mind that western design follow different rules compared to Japanese,specially if more realistic oriented
Not better or worse(obvious everyone have his tastes),but simply sometimes what work well for a western game don't work as well under japanese style "rules", same if you switch sides
 
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