irreality wrote:zcherub wrote:So, getting back to Super - why is the art not that good? I get the style is different (skinnier characters, etc), but the proportions being off is a consistent thing, particularly around their eyes. They're not even with each other (particularly when drawn with the character at a 45º turn, & they're frequently too far apart (they'll draw the brow "furrow", leave a gap on either side, then draw the beginning of the interior of the eyebrows resulting in a wide face with eyes too far apart & an overall derpy look). Any hope to have this fixed going forward? Would love to see good art with the nice animation...
Non-critical scenes being offmodel has happened all through DB/DBZ. I think they are just offmodel in a way people are not used to. My guess is that the stock animators are likely just not used to the DBZ art style so the mistakes they make are different than the mistakes animators made in the past (and what the audience considers a "normal" variation).
The industry is completely different from when
Dragon Ball Z was made compared to
Dragon Ball Super. The former had a regular rotation of sub-contracting teams and a mostly set in-house team, with occasional differences in key animators and later animation supervisors.
Dragon Ball Super is produced in an era where series are being forced into production on too short a notice for animators to be recruited because so many series, films and specials are in production at once. Less staff, less time and less money makes for a worse product. It is only just now in the second quarter of broadcasting that some regularity and stability is beginning to come to
Dragon Ball Super, as evidenced by Episode #18 supposedly retaining the same core staff as Episode #11.
Animation Supervisors Tate Naoki and Shimanuki Masahiro both worked on the first three series. Most of the other animation supervisors worked on
Disk Wars: Avengers, which had Yamamuro Tadayoshi and Tate Naoki as the character designers. Yashima Yoshitaka and Kitano Yukihiro definitely have experience with
Dragon Ball-esque designs, the problem is everyone is having to scramble just to get episodes out the door.
zcherub wrote:irreality wrote:zcherub wrote:So, getting back to Super - why is the art not that good? I get the style is different (skinnier characters, etc), but the proportions being off is a consistent thing, particularly around their eyes. They're not even with each other (particularly when drawn with the character at a 45º turn, & they're frequently too far apart (they'll draw the brow "furrow", leave a gap on either side, then draw the beginning of the interior of the eyebrows resulting in a wide face with eyes too far apart & an overall derpy look). Any hope to have this fixed going forward? Would love to see good art with the nice animation...
Non-critical scenes being offmodel has happened all through DB/DBZ. I think they are just offmodel in a way people are not used to. My guess is that the stock animators are likely just not used to the DBZ art style so the mistakes they make are different than the mistakes animators made in the past (and what the audience considers a "normal" variation).
I get that - when the "B team" in 90s DB came on, their eyes weren't too far apart, bit too wide. I guess my concern in that we've seen no "A team" work on Super yet...
There aren't set animation teams for
Dragon Ball Super, it's whoever is available when the storyboard is finished. If there is ever going to be anything close to an 'A-team' for
Super it will be one of Tate Naoki's episodes.