>>42615564
>>42632472
>>42702394
>>42708468
Yeah, I'm aware that the model makes some people feel uncanny.
I did try to address that, trying to apply all the tips I've been given such as:
- bigger head
- larger (taller?) eyes
- shorter legs
- smaller ears
- smaller horn
- longer snout? (she does have normal snout geometry similar to other 3D models, I suspect people feel that the face is flat because of the custom normals which make the entire face get shaded like a sphere)
Vidrel is a morph between the OG model and the model with those changes applied. As I scrub through the video I do feel like the ears could be a tad smaller, but overall these changes don't strike me as 'objectively better'. It might just be me getting used to OG model though.
I guess with this model I tried to experiment and go for a more unique anime / kemono vibe, but maybe I overdid it in some way? I don't really want to brush all that critique off by saying "it's just my artstyle teehee", but at the same time I've been working on this model for 3-5 months already and I'm kinda at a loss at what to do in order to 'fix' the model without outright remaking it. I would like to just drop the 'tweaking phase' and get on to making renders / animations already.
> "getting used" to your own art to ignore the potential flaws is one of those things you usually don't want to do
> It's the exact reason you flip the canvas when you're drawing
I would love to get 'unused' to what I have right now, but unfortunately there is no canvas flipping in 3D :/
The only real solution I see is to stick with what I have and let the time do it's thing. Maybe few months from now I'll notice the 'ugliness' of the current model and use that as an insight when I inevitably start working on yet another model. At least that's what happened with the previous model I made.