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Yamo's Avatar
Old (#1)
I have this basemesh that I've been tinkering with trying to make it as androgynous as possible. This is where I'm at so far, but it's obviously still too masculine

Can I get some pointers (or possibly even a paintover) on how to reduce the masculinity of this model?

Offline , spline, 154 Posts, Join Date Sep 2008, Location South Jersey  
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WipEout's Avatar
Old (#2)
My first thoughts:

Narrow the shoulder width, and reduce the musculature of the upper body, especially the deltoids and the latissimus dorsi.

EDIT TO ADD:

Basically, look at pictures of average women, and start to reduce the mesh's musculature to visually sit somewhere between a man and woman.

Good luck!
Offline , triangle, 267 Posts, Join Date Sep 2007, Location Chicago, IL Send a message via AIM to WipEout Send a message via Yahoo to WipEout  
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n88tr's Avatar
Old (#3)
very not androgynous. you'd have to work for years in the gym as a woman to get delts and traps like that. also make his shoulders narrower and hips wider.
Offline , polycounter, 1,275 Posts, Join Date Dec 2008, Location Wisconsin, USA Send a message via MSN to n88tr Send a message via Skype™ to n88tr  
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allaze-eroler's Avatar
Old (#4)
take a look at every game that feature androgynous character or... ask kriscrash to give you extra critism ^^ also, you can check her site for to give you some idea of how her characters looks like
Offline , spline, 114 Posts, Join Date Jun 2011,  
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Yamo's Avatar
Old (#5)
Getting a little closer...

Beefed up the hips/butt a little, shrank the shoulders/traps, probably still need to shrink the lats some more



Please keep up the comments guys, theyre much appreciated
Offline , spline, 154 Posts, Join Date Sep 2008, Location South Jersey  
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Two Listen's Avatar
Old (#6)
I don't know much about anatomy, but here's this:



Edit: For some ridiculously awesomesauce androgynous references, check out some of ruanjia's work. He's got several paintings featuring such characters.

Last edited by Two Listen; 10-03-2011 at 07:46 PM..
Offline , polycounter, 1,046 Posts, Join Date Dec 2008,  
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tda's Avatar
Old (#7)
Right now it's reading very much as a dude. If you're intent on having a more anatomically defined base mesh for sculpting i'd recommend making one for a dude and one for a chick because the difference between your stereotypical man and woman is pretty huge. I think by sticking to just 1 mesh for everything you're going to give yourself more work to do. It's going to take more work to make this base mesh sexually unidentifiable, and once you've managed that you've just given yourself more sculpting work to do to bring it back to looking like either a man or a woman.

For this kind of base mesh where i'm assuming you want to be able to re-use it for as many characters as possible while retaining the smallest imprint of the base (?), the solution that would save you the most time would be to just use tubes for all the limbs and let the sculpting do the hard anatomy work.
Offline , triangle, 315 Posts, Join Date Apr 2007, Location Sheffield, UK  
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Omnicypher's Avatar
Old (#8)
if you want it to be androgynous, try starting from a younger female body type. at a young age, the differences in shoulder width are less noticable, and flat chested women with short hair could be mistaken for a feminine guy. also using a simpler animation style would help, like this: http://reviewsoutsidethebox.files.wo..._dragon_48.jpg
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Offline , line, 65 Posts, Join Date Aug 2011, Location Palm Coast Florida  
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