- May 20, 2021
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- 2,705
Well, I think I agree with wildride69. The appeal for the game might be broader if the art were reworked. In general, she's rather low-resolution in many renders, so regardless of Blender or Daz, I think that should be addressed.Guys, second EP is almost ready. But I would like to ask for something, I remade Sophie using DAZ, because I made the classic in Blender.
Do you want me to keep the classic, or from EP 3 change to the new one?
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While Sophie's large eyes in the Blender version are cute and interesting, right now her eyes take up about 70% of the apparent width of her face. I think they'll contribute to her looking too doll-like for most players. The large eyes might be not be as conspicuous if her head or hair were a little larger to compensate. Her hair hangs a little flat given the oversized eyes and her thicc curves, making her look like she's got a small head with big eyes in many renders. As well, the texture of her skin and hair makes her look a little... plastic. All that combined makes her seem uncanny.
And this may be a personal thing for just me, but her deep widow's peak in the Blender version, which disappears in some scenes, is excessive in my opinion. For me, it looks more reasonable and attractive in the Daz version, but I don't pretend to know how others feel about that. On the other hand, the normal eyes and reduced widow's peak in the Daz version lose a little bit of her uniqueness. Having a unique (and appealing) art style will surely attract eyes to your game. I'm not a talented artist, so I don't have good advice to give, but is it possible to find a middle road between her unique features in the Blender version and her more mainstream look in the Daz version?