Playing with Victoria4, 2: women head diversity by Elcet
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No AI - This artwork was created entirely by hand or with traditional digital tools.
Description
A key of success when you are making a comic project is to create a series of characters that the reader can immediately identify. Therefore you must have a model-sheet of every important character seen under several angles, and if the comic is hand-drawn, always you look at the model-sheet when you are drawing each panel. A good hero is not necessary beautiful (remember Mario of the Nintendo games for example), but he or she must be different from the average man or woman. Of course hair, accessories such as corrective glasses (an uncommon feature for heroes, but my heroin Silvia has), or a peculiar type of clothes (as the Superman or Superwoman outfit) may serve, but this is not sufficient. If you are doing a 3D comic, you cannot use a collection of identical Victorias of Michaels. Fortunately, there are now several excellent characters that you can use in one scene and, I shall show later, transform by various means to get even more numerous people : heroes, villains, and less important people. Here I have figured six main Daz and Poser women. We could complete with other ones such as the beautiful Stephanie Petite 3 and the realistic variants of Aiko3, but also with Posette since my friend David P. Hoadley (dphoadley) has entirely remapped her, which turns now DPH

Comments (13)
a very very original new work! Excellent study. GREAT!
Intersting to se this compairs and to read about your work. I can understand there is alot to do, to make averything work perfect. Super nice drawings too.
FS is pretty amazing at morphs! But you can do a lot with the dials, especially if you are brave and willing to push the limits of beauty. I really like the line work here, it looks very personal and non-digital.
Thank you fro the honorable mention. Your work is ALWAYS very interesting, and I consider you as one of my main sourses of inspiration. My only criticism here, and this is more an matter of taste and choice, than anything else, is that you should have broadened your comparison to include a seventh figure: Judy. Judy, at the comparative height of 5' 9" is much closer in body shape and size to the average American/European woman than most of these later figures except Miki, (and she's oriental). Judy, out of the box, has a face that's rather plain, but with amazing morphoing capabilities. My reasons for abjuring most of these figures, and prefering Posette, Neja, and Judy are numerous, but mostly it's based on the fact that Posette and Judy come ready made with an extensive wardrobe and morphs, while most of these other require a not inconsiderable outlay of money to purchase add-ons just to make the base figure functionable. But, all that aside, I find your comparison both interesting and informative. You've more than once demonstrated a considerable knowledge of both teh world and the physical characteristics of its inhabitants, and for that we've been more than blessed with you willingness to share with us. DO keep up the good work, and May G-d bless you and yours! Amen. David P. Hoadley
Excellent work!
love the sketch fantastic detail
Interesting explanation of how you develop comic characters. Most instructive. Thank you again for posting this. Well done!
Wowww, tr impressionant ce travail et merci pour la tuto !!! Excellent mon grand !!! Bonne journ :)
Very informative look at characters and their similarities. Interesting work indeed!!
Great character sketch!!!Excellent work!!
Marvellous like work.really nice passes beautiful and creative day. ;)
You have a feeling for faces!!
Les esquisses ici sont superbes et mettent en relief l'un des véritables problèmes en 3D, à savoir personaliser et rendre caractéristiques les différents personnages. Les "morphs" proposés sont toujours limités, en fin de compte, et parfois, il est impossible de reproduire exactement la forme de nez ou le détail de la bouche voulu (je viens de me battre pendant deux semaines avec le nez de Michael 3.0, en vain). Il y a une richesse de détails dans les dessins qui sont difficiles à reproduire en 3D et qui rendent chaque personnage unique. C'est là le vrai défi. Le travail technique que tu fais est toujours très intéressant.