CORTOsy of Vilarcane for taking the time to drop by...
About your comments, let me first say your analysis is spot-on and humbles me.
In more details my comments below :
YOU : There certainly is a lot to take in, but I watched your video in its entirety.
ME :
I AGREE, BUT I THOUGHT IT WOULD BE SO MUCH EASIER TO WATCH A VID THAN BROWSE THROUGH 120 PAGES, PLUS YOU CAN EASILY PAUSE AND SCRUTINIZE THE CAS YOU LIKE THE MOST AND LEARN FROM THEM
YOU : Overall, its easy to see the hand of someone who has devoted much time and effort to both experimentation and
crafting, i.e., building a character layer by layer and pattern by pattern.
Me : I HAVE A WORKFLOW WHICH IS PRETTY IDENTICAL AND ALWAYS STARTS WITH ONE QUESTION : HAVE A STRONG DESIGN DIRECTION AND AN IDEA THAT MOTIVATES ME. STARTING WITHOUT THIS IS THE BEST WAY TO END UP WITH A BLAND DESIGN. THEN I EXACTLY DO WHAT YOU SAY, LAYER BY LAYER : STARTING WITH STYLE/ BODY / FACE / HAIR / VOICE then underwear then EQ, then basic colors working with and not against each other and complementing the theme, then ExEq, then textures and stickers, ExEq placement and texturing, then weapon choice / coloring, texturing and careful pick of SFX, only to end with a cool thumbnail & name.
I usually test them in-game and refine what ain't working if needed. When it all works together, the result is stunning and i consider tons of CAS on this board to have a lot more flair and character than the standard CASt.
YOU : I feel this method yields characters with that added depth of realism -and the difference really comes down to time invested and care taken. Obviously, you understand this; your characters display the telltale signs of having been worked -one shade lighter or darker, one click up or down, one more angle adjustment -until they are filled with life.
ME : filled with life hum : couldn't have hoped for a better compliment...i encourage you to watch some of the vids of the AI or real online fights on my channel to see how far i went to give them digital life :) What people usually underestimate is the importance of the face preset and make-up and other gimmicks (stickers, exeq, eye color, brows, haircut) that works towards strengthening the theme and making the whole as CASritmatic as can be. The face and eyes are the soul of any chara design.
Rarely used (or considered ugly) presets can make a random CAS a striking one. A good example of this is my mexican pistolero with the butt-ugly "broken nose" face preset, one you can see in a gameplay vid.
YOU : In Particular, your work on facial hair is excellent (consider using the tiger pattern to add faint hair lines to the horns) , as are your African ladies, which have an air of authenticity. Working within the confines of the medium is, of course, the challenge -and you inspire me. I look forward to more of your designs.
ME :
African ladies : you mean the mayans, or the masai queen maybe ? not sure which one you refer too...
Yes, what motivated me is thinking outside the box and pushing the editor to the limits, and sometimes using the bugs too.
Your reply as a whole is really interesting and i could conclude by (almost) exactly the same sentence as yours : i look forward to more of your designs, applying the exact same workflow and artistic intention and energy. I would be there to review them, and some others probably too...
If you have things intriguing you or stuff you wanna ask about, learn from, comment on, feel free...