Have you played around with Live2D?
I've looked at it, but not really.
While the general idea behind it is an interesting one I can't say I'm personally a big fan of the effect it creates. 2D images stretched into the third dimension always looked a bit odd and off to me, and I've been more a fan of stylization that doesn't seem to directly apply to three dimensions. You could say WiP's art style is an example of that with the explicit flat paperness, but it's far from the only example where I think it doesn't apply well. Then again, I still don't like how a lot of modern 3D JRPGs look, so maybe I'm just biased against 3D anime art.
From a technical perspective it's very interesting though, but it also seems a like a lot of work that may need endless fiddling to not feel too artificial. You can get into uncanny valley territory very fast with this kind of stuff, and even when you get out of there it may still just not look very good. I think for amateurs it may be better to just stick with existing art that you already know looks good to a lot of people, at least for your public work, until you have a very firm grasp of how to make 3D anime art look good. 2D art can look good with surprisingly low amounts of effort, I'm not sure the same applies to 3D art in general. Maybe that's just my potential bias coming into play again, though.
While the general idea behind it is an interesting one I can't say I'm personally a big fan of the effect it creates. 2D images stretched into the third dimension always looked a bit odd and off to me, and I've been more a fan of stylization that doesn't seem to directly apply to three dimensions. You could say WiP's art style is an example of that with the explicit flat paperness, but it's far from the only example where I think it doesn't apply well. Then again, I still don't like how a lot of modern 3D JRPGs look, so maybe I'm just biased against 3D anime art.
From a technical perspective it's very interesting though, but it also seems a like a lot of work that may need endless fiddling to not feel too artificial. You can get into uncanny valley territory very fast with this kind of stuff, and even when you get out of there it may still just not look very good. I think for amateurs it may be better to just stick with existing art that you already know looks good to a lot of people, at least for your public work, until you have a very firm grasp of how to make 3D anime art look good. 2D art can look good with surprisingly low amounts of effort, I'm not sure the same applies to 3D art in general. Maybe that's just my potential bias coming into play again, though.
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Chris Charabaruk
