Appeal from above
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I recently fell into what I have to assume is a beginner’s trap.
If you’ve ever wanted to design a character, you’ll frequently see the importance of what’s called a three-quarter view – that is, an angle that isn’t quite front on, or side on, but in between. Most popular 2D cartoon characters are drawn in this way, from Mickey Mouse to The Simpsons.
When I began designing my first character model for my new video game, my classical animation training kicked in. I did my due diligence and sketched out a character that was appealing from the front, the side and 3/4.
Rather pleased with the result, I proceeded to model him in Blender, making sure to be as faithful as I could to the sketches.