Experiment With Faces #1

 Okay, so-- build something out real quick. See what a face generator (in a style that's not exactly Wildermyth) could look like. Do they have pupils? Who knows.


What a bunch of weird dooberheads. This experiment involves cardboard-texturing most things, almost no outlines (instead relying on shadows/shading), and yeah, beady eyes vs. one style of pupiled eyes. Everything here is swappable and recolorable. (which means almost 500 layers in the PSD between the six of them!) also not playing with bodies/clothes at all yet.

Thoughts:

  • I tried to add some shadow colors, like some pink in the noses, cheeks, etc., but everybody's skin still looks monochromatic and grayish. Nate says there are things with layer style that we can play with to try to avoid that. I'm intrigued. 
  • The attempt to make things papery and angular translates to kind of a weird look. Stilted or something? "Soulless" might be a little much, but... I'd want everybody to be a little "warmer," tone-wise and personality-wise. Maybe expressions would help. But you can have a lineup of heroes in Wildermyth with all default expressions, and they don't look soulless.
  • Aging would probably be another hundred layers here, ugh. BUT. You know what? We've got years to make rigs. Adding more layers and having things take twice as long as they did in Wildermyth is FINE. Like, hair can have 4 different sections (bangs/in front of the ears, main part on the head, behind the head but over the body (e.g. the back pigtail) and behind the body (a ponytail or w/evs).
  • I want to get clever with being able to do things like anchor the top of the nose to the eyes, within a certain range. Have an anchor range for the mouth based on the bottom of the nose. Probably doable.
Want to push proportions further. Moar different. Like, can you get the level of coolness/variety of a Pixar lineup...


...but procedural? Maybe not, but you get as close as you can.

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