TalisMoon on DeviantArthttps://www.deviantart.com/talismoon/art/Rin-Reference-Style-Sheet-323772537TalisMoon

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Rin Reference Style Sheet

Published:
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Description

I know her hands need work, but I'm still practicing hands ;_;.....

Notes:
:bulletgreen:Like always, the reference lines are in the download.

:bulletgreen:I made the bows less wrinkly, but left enough creases that it's look like fabric, I hope.

:bulletred:I lengthened Rin's shorts a bit.

:bulletred:I changed her profile mouth, but it doesn't look much different until you zoom in a bit.

:bulletred:On the front view her shoes look a bit off, but that's because they'd be half in shadow if there was shading but there isn't any shading.
Image size
2500x2500px 7.55 MB
© 2012 - 2024 TalisMoon
Comments4
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drfarrin's avatar
:star::star::star::star-empty::star-empty: Overall
:star::star::star::star-empty::star-empty: Vision
:star::star::star::star-empty::star-empty: Originality
:star::star::star::star-empty::star-empty: Technique
:star::star::star::star-empty::star-empty: Impact

the left image:
consider the direction she is walking (perpendicular to the camera for a full side profile). When someone walks like that there's 2 things we must keep in mind.
1) as she moves, we should not see her front, she is perpendicular, so we should only have a full view of her shoulder and a profile of he bow and 'chest'.
2) The camera is a fixed point, as she walks, we will begin to see her back, in fact, we should be seeing a little of her back starting with her right shoulder and her heels.

The rotation and camera perspective is one of those small details that really plays a big part in making a piece of animation look good

the right image
consider giving her a slight turn to one side or another, it haves her a more 3 dimensional look. It accomplishes this by allowing you to draw the bow more fully (right now it looks very flat and casts no shadow on her outfit), it lets you set up a minor profile on her torso/legs, and helps establish a means for a viewer to extrapolate her thickness (front to back). perhaps turn her 10 degrees to her left to counter the other image of her walking to her right. This way, you can still give a full frontal view, but you can give it the more 3 dimensional look that makes good animation pop out.