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Theinternetsurvivor: So the meaning of this small edit I made is for something I've been kinda personally nitpicky about Katia, it's how when she is zoomed out her head turns in to a round shape, instead of having a more feline shape like how she looks like when her face is zoomed in, so I did this small edit to see how it would look like if she had the same face when zoomed out, and I personally think it would look better, but that's just me.

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Armored-Struggle-Wagon: @Theinternetsurvivor: It's not just you, It's me too :3 Good job on this amazing edit!

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Skoon: @Theinternetsurvivor: It's a stylistic choice.

I personally think it adds to the whimsy and humor of the whole comic. Too much baseline consistency might be more boring to the eye than you would believe.

Think of this in art terms. Her round head on zoom out helps the viewer not only take in the scenery and situation, but adds to her ability to emote in hilarious ways. Whereas her design when "zoomed in" helps the viewer personalize the image better, delivering dramatic or emotional sequences efficiently.

You actually don't want to lose those visual cues and tricks.

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Skoon: In other words these fluctuations help make Katia as lovable as she is.

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CaptainLackwit: Honestly..? I think the way Kaz does it is better. It's like...

It's like Long Distance Models for games. The further away you go, the more detail you lose, and the worse it looks. Those types of models and textures don't exist just to save memory, they exist also, to keep in line with how the human eye perceives things at a distance.

Really, load up a fully detailed object and then a low res one at a distance, tell me what looks better far away.

The same applies for this. At a certain distance, there are details you're not going to be able to see well, and realistically couldn't.

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KingClaws: @Skoon:
I pretty much fully agree with this post.

Not a weeaboo but you see this a lot in anime/manga. You get the baseline style, which is simple, but that allows for a lot of stylistic freedom when trying to emphasize certain emotions or scenes.

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8Aerondight8: Doesn't really make that much of a difference, but you have to admit that it makes for more of a dramatic change when Kaz does zoom in on Katia. I'm just having a hard time imagining her 'sideburns'???
being detailed on her 'low-res' body.

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Kakashi_Amata: The round face is kinda bit of an homage ass most people in Oblivion had that annoyingly round face

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Armored-Struggle-Wagon: @Kakashi_Amata: "A homage to ass"

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ThatGuyWithAKhajiitWaifu: Where is Kaz to comment on this when you need him.

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Tahrey: I prefer the slight shift as well. It's not that uncommon a thing for cartoons. Your base model is quite simplistic, easy to identify and to draw at speed, and generally cutesy and humorously or childishly deformed in some way. Whereas for closeups and dramatic moments, you add more detail and realism.

Also, it's just one of those MSPA-alike things. Like the arms going missing ;)

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Geravind: @ThatGuyWithAKhajiitWaifu: He's busy with important elements of the next update ...he has to be.
This one does not like the altered zoomed out version.
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Anonymous1: @Skoon I actually think that this new design fits the perfect balance between consistency and maintaining the ability to emote and express the whimsy and humour of Prequel. It's really not that drastic of a change when you look at it, as Katia still has those spread apart eyes and the general roundness is still there.

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Tahrey: Literally it seems to just be adding in the face-fuzz, so it's not a particularly swingeing change.

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Makkon: Katia looks god with a neck. The execution isn't perfect, but this has me sold. Too late for Kaz to really change the model, though.
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Anonymous2: @Makkon: I don't see why not.

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Antariplex: I quite like this idea, always had the nitpick in the back of my mind. Too bad it's probably not going to get used officially.

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korblborp: i hate detail shifts and pop-in in games.