But we could have like, a whole anime done in the style of Ukiyo-E, for characters design style motifs, for facial and body proportions…
You could mock up a 3D model and cel shade these to work out how they’d work from different angles.
This is certainly an exaggerated interpretation of reality.
It is also certainly Japanese.
These were also largely seen as depictions of beautiful, desirable people.
Here, this one’s from 1932,
The eyes are getting bigger, but noses still exist, the facial proportions are actually pretty close to realistic, if not just completely realistic, unlike in the modern standard anime style.
I dunno, I guess the modern standard anime style is just much much more neotenous (oversized heads, relatively oversized eyes, relatively undersized/unemphaszed noses) because it is meant to appeal primarily to small children, who are themselves neotenous?
Whereas the consumer base for Ukiyo-E would have been primarily adults?
Well, if you did the exact same production process, yes, but as I posited, you could just 3d render the whole thing, or speed up production with basically 3d blocked out scenes and then basically do rotoscoping off of that, to add more flair or details where its worth it.
Its… not like cel shaded video games have not been a thing for a while, its not like 3d rendered animes have not been a thing for a while.
I’m vaguely sure the face expressions would still require a lot of redrawing, for which the manga style is particularly optimized. Plus, the detailed clothing would require plenty of animation of its own.
Basically, if it were feasible, someone would probably have already made it.
And the stylistic intermingling has certainly gone both ways a bit, and then more recently, quite a lot.
Now we have like, basically hyperrealism done on anime proportions, the kind of AI autogen art style, that I would basically call ‘uncanny valley with high production value.’
But we could have like, a whole anime done in the style of Ukiyo-E, for characters design style motifs, for facial and body proportions…
You could mock up a 3D model and cel shade these to work out how they’d work from different angles.
This is certainly an exaggerated interpretation of reality.
It is also certainly Japanese.
These were also largely seen as depictions of beautiful, desirable people.
Here, this one’s from 1932,
The eyes are getting bigger, but noses still exist, the facial proportions are actually pretty close to realistic, if not just completely realistic, unlike in the modern standard anime style.
I dunno, I guess the modern standard anime style is just much much more neotenous (oversized heads, relatively oversized eyes, relatively undersized/unemphaszed noses) because it is meant to appeal primarily to small children, who are themselves neotenous?
Whereas the consumer base for Ukiyo-E would have been primarily adults?
That notion is Disneys fault. East-asians usually see comic juat as a distinct art type, for grown-ups too.
Manga’s and therefore anime’s art style evolved to be drawn quickly and cheaply. A ukiyo-e anime would be expensive as hell.
Well, if you did the exact same production process, yes, but as I posited, you could just 3d render the whole thing, or speed up production with basically 3d blocked out scenes and then basically do rotoscoping off of that, to add more flair or details where its worth it.
Its… not like cel shaded video games have not been a thing for a while, its not like 3d rendered animes have not been a thing for a while.
I’m vaguely sure the face expressions would still require a lot of redrawing, for which the manga style is particularly optimized. Plus, the detailed clothing would require plenty of animation of its own.
Basically, if it were feasible, someone would probably have already made it.
One of the earliest “modern” manga artists got influenced by the large eyes of disney and other western comics and shows
And others adapted it
Ah, thats a very good point!
And the stylistic intermingling has certainly gone both ways a bit, and then more recently, quite a lot.
Now we have like, basically hyperrealism done on anime proportions, the kind of AI autogen art style, that I would basically call ‘uncanny valley with high production value.’