>>22070895>design >SubjectiveOk, listen up /vp/, and listen well. The "design is subjective" argument is dildos when the design in question has an actual concept behind it, which is 99% of the time. This doesn't meant meant that there's an ultimate angle in drawing, or that a 47 degree line in your character will objectively make it better.
GOOD character design (when it has a concept behind it) is directly proportional to the accuracy of the design at the time of portraying its concept appropiately.
For example:
Take a look at this stupid MS paint trackpad drawing. If i wanted to create a character whose concept was "Menacing", then this design is objectively bad in regards to its conceptual execution, given that it is not only poorly and lazily drawn, it also absolutely fails to incorporate the concept into the design.
This is a simple way to distinguish a good design from a bad one. Bias free. Quit using subjective as a crutch term.