History Main / NotDrawnToScale

8th Jan '17 1:30:40 PM nombretomado
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* An interesting art mistake occurred in ''TheUltimates 3'', in which Wolverine was drawn as smaller than the male Ultimate members. While his main universe version is supposed to be small, in the Ultimate Universe he was officially stated to be 1.81 meters (a skosh under six feet) tall from the very start. As this was one of many errors which saw the 616 versions of the characters transposed onto the Ultimate universe versions in one way, shape or form, it's possible that this one is down to research failure on the part of the artist and / or writer.

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* An interesting art mistake occurred in ''TheUltimates ''ComicBook/TheUltimates 3'', in which Wolverine was drawn as smaller than the male Ultimate members. While his main universe version is supposed to be small, in the Ultimate Universe he was officially stated to be 1.81 meters (a skosh under six feet) tall from the very start. As this was one of many errors which saw the 616 versions of the characters transposed onto the Ultimate universe versions in one way, shape or form, it's possible that this one is down to research failure on the part of the artist and / or writer.
3rd Sep '16 4:16:51 PM rjd1922
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* Supposedly in ''VideoGame/{{Bully}}'', Petey Kowlaski is short for a boy of 15. This would not be a problem if Jimmy and Gary weren't so (relatively speaking) close to his height. Either Jimmy and Gary are short too or the female students at the school are about 6'5" each. Girls do tend to be taller than boys at that age, earlier puberty making them grow sooner but not as much. Probably not that tall, though.

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* Supposedly in ''VideoGame/{{Bully}}'', Petey Kowlaski Kowalski is short for a boy of 15. This would not be a problem if Jimmy and Gary weren't so (relatively speaking) close to his height. Either Jimmy and Gary are short too or the female students at the school are about 6'5" each. Girls do tend to be taller than boys at that age, earlier puberty making them grow sooner but not as much. Probably not that tall, though.
30th Aug '16 11:09:25 PM trixus
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** Played with in the rematch against Ojou where Sakuraba seems even taller than usual which Musashi explains that simply by changing his posture to a more confident one he can make himself look taller, [[http://mangafox.me/manga/eyeshield_21/c213/3.html Suzuna doesn't have much chance.]]

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** Played with in the rematch against Ojou where Sakuraba seems even taller than usual which Musashi explains that simply by changing his posture to a more confident one he can make himself look taller, [[http://mangafox.me/manga/eyeshield_21/c213/3.html Suzuna doesn't have much chance.]]attempts hilariously fails]]
30th Aug '16 11:08:05 PM trixus
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Added DiffLines:

** Played with in the rematch against Ojou where Sakuraba seems even taller than usual which Musashi explains that simply by changing his posture to a more confident one he can make himself look taller, [[http://mangafox.me/manga/eyeshield_21/c213/3.html Suzuna doesn't have much chance.]]
6th Aug '16 3:12:07 PM GlitteringFlowers
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* The infamous football fields in ''Manga/CaptainTsubasa'', whose depicted length is based on the emotional state of its protagonists. On a decisive game, the field has been calculated to become ''10 kilometers long''.

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* ''Manga/CaptainTsubasa'':
**
The series has rather infamous football fields in ''Manga/CaptainTsubasa'', whose depicted length is based on the emotional state of its protagonists. On a decisive game, the field has been calculated to become ''10 kilometers long''.long''.
** The actual characters don't look much better, as the largest guys like Jitou or Hyuuga or Nakanishi can easily morph into ''giants'' when the focus is on them.
* ''Manga/CaptainTsubasa's'' "successor", ''Anime/HungryHeartWildStriker'', is somewhat less exaggerated... emphasis on ''somewhat''. At times the protagonist Kyousuke Kanou is shown as tall but more or less realistically so, but at others he's drawn so huge that he barely fits in a normal Japanese car.
19th Jul '16 6:27:44 PM Ryusui
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->''"Hi, Iím terrible at perspective. Not with life, but with buildings and materials. So forgive me if I get buildings wrong, I hope I make up for it by getting my perspective on mankind right."''
-->-- '''Doug [=TenNapel=]''', ''Webcomic/{{Ratfist}}'', [[http://ratfist.com/page-3/ page 3]]
3rd Jul '16 10:28:46 PM rjd1922
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* ''VideoGame/CityOfHeroes'' suffered from this pretty badly, since the default height in the incredibly robust character creator was nearly 6 feet, and went all the way up to 8 feet. As a result, characters of realistic height could be dwarfed by civilian [=NPCs=], then there's the great big SuperSoldier whom you kept hitting [[GroinAttack right in the crotch]]... and then let's not get started on the borderline ChaoticArchitecture that were the indoor building maps. To make things worse, the game's own development team couldn't seem to make heads or tails of their own height system, routinely creating supposedly regular university professors who were nevertheless tall enough to give any NBA player an inferiority complex. Worse still was that even at "normal" size, most cars looked so small that a person would have to drive them with his head between his knees. On the other hand, aside from the wildly varying "normal" heights, there really weren't too many things "more giant" than they need to be when it comes to giant monsters.

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* ''VideoGame/CityOfHeroes'' suffered from this pretty badly, since the default height in the incredibly robust character creator was nearly 6 feet, and went all the way up to 8 feet. As a result, characters of realistic height could be dwarfed by civilian [=NPCs=], then there's the great big SuperSoldier whom you kept hitting [[GroinAttack right in the crotch]]... and then let's not get started on the borderline ChaoticArchitecture ChaosArchitecture that were the indoor building maps. To make things worse, the game's own development team couldn't seem to make heads or tails of their own height system, routinely creating supposedly regular university professors who were nevertheless tall enough to give any NBA player an inferiority complex. Worse still was that even at "normal" size, most cars looked so small that a person would have to drive them with his head between his knees. On the other hand, aside from the wildly varying "normal" heights, there really weren't too many things "more giant" than they need to be when it comes to giant monsters.
16th Jun '16 6:41:56 AM Adept
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* The infamous football fields in ''CaptainTsubasa'', whose depicted length is based on the emotional state of its protagonists. On a decisive game, the field has been calculated to become ''10 kilometers long''.

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* The infamous football fields in ''CaptainTsubasa'', ''Manga/CaptainTsubasa'', whose depicted length is based on the emotional state of its protagonists. On a decisive game, the field has been calculated to become ''10 kilometers long''.
13th Apr '16 2:54:10 AM SSJMagus
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* ''Series/StarTrekTheNextGeneration'' was notorious for changing the apparent and/or relative size of ships from episode to episode. This was primarily because of two things: first, they actually had two models of the ship built, which were different sizes (and shapes) and they reused stock footage like mad; and second, because of the motion control done ships were composited together anyway, so they were free to scale them as much as they felt they could get away with. Another problem is that there are no reference points in space. As a result Klingon ships of the exact same type ranged from a few times larger than shuttles to a few times larger than the ''Enterprise'' itself (though they're canonically half its size) depending on where they were relative to the camera.

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* ''Series/StarTrekTheNextGeneration'' was notorious for changing the apparent and/or relative size of ships from episode to episode. This was primarily because of two things: first, they actually had two models of the ship built, which were different sizes (and shapes) and they reused stock footage like mad; and second, because of the motion control done ships were composited together anyway, so they were free to scale them as much as they felt they could get away with. Another problem is that there are no reference points in space. As a result Klingon ships of the exact same type ranged from a few times larger than shuttles to a few times larger than the ''Enterprise'' itself (though they're canonically half its size) depending on where they were relative to the camera. While it was [[{{Retcon}} eventually established]] that there are at least three different types of Klingon ships that are identical in appearance but wildly different in size, that still fails to explain away all such discrepancies.
15th Mar '16 12:48:57 PM DanaO
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Added DiffLines:

** Variations on this are in fact endemic to game character creators (such as the above ''VideoGame/CityOfHeroes''). The simplest way to create a skeletally animated character model modifiable based on sliders is to link specific sets of mesh vertices to each slider with specific start- and end-points to linearly interpolate each such vertex along. This naturally produces additive effects when sliders combine to affect total height; the alternative is to define first absolute scales, then relative proportions, then individual sliders (producing feedback to other sliders), then nonlinear slider-vertex connections. While this reflects how artists work mentally, it's less obvious an approach to the programmers who actually have to design the system and make it work on schedule.
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