- Joined
- Feb 27, 2013
- Messages
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- First Language
- German
- Primarily Uses
LATEST UPDATE: 1st January 2017
I am still quite busy with RL and projects outside of RPG Maker so I will update this thread with new facesets in irregular intervals only.
These facesets are no edits of the stock portraits and also not made with the MV generator but recreations which I made in 12-20-layer paint shop files using the generator parts (mixing male and female and tinkering a lot of elements together myself). The coloring (including hue, saturation and brightness) is also done completely in paint shop to give me more control over the colors and allow me to customize every single element.
TERMS OF USE:
Everything is made from RPG Maker MV stock media and is free for non-commercial use with RPG Maker projects. Please credit Kadokawa/Enterbrain and TheStoryeller01 if you use it.
If you want to use anything for a commercial project get in touch with me, I'm willing to further customize the sets.
No redistribution of the originals or of any edits allowed - if you want to share these ressources, please link to this thread.
I try to stay close to the appearance of the stock portraits but I also take the sprites into account - and I'm afraid I won't be able to recreate everything in the generator style. I will also try to capture the "character" of the actors, which means if an actor shows a friendly face, I will use more smiles and if an actor has a stone face, the emotions will be more subtle. That way I hope to make the facesets more unique and inspiring for developers.
However, the basic emotions for all facesets are the same, with the exception of the last one, which will be custom depending on the character: neutral, friendly, roguish, happy, surprised, angry, sad, custom* (from left to right, top row first) . *I've been told, that the last (8th) standard emotion, "ashamed" doesn't really work because it's too close to sad and often not convincing. So I decided to make the last (8th) emotion a custom one depending on the inspiration from the character.
I'll always put the newest one here on top and keep the rest in the spoilers.
Added another faceset for SF_People1_7. The sprite 7 from the sheet SF_People1 has no stock portrait, so I created one in a 16-layer paint shop file using the MV generator parts. To support the appearance of an old man, I set the head lower onto the neck and also tilted it slightly for most expressions. The hair and clothing are tinkered together from various generator parts.
The following emotes are displayed neutral, friendly, roguish, happy, surprised, angry, sad, and for the extra one: doubtful (from left to right, top row first)
Actor1_1 to Actor1_8 facesets (COMPLETE):
Actor2_1 to Actor2_8 facesets (COMPLETE):
Actor3_1 to Actor3_8 facesets:
Evil_2 faceset:
SF_Actor1_1 to SF_Actor1_8 facesets (COMPLETE):
SF_Actor2_1 to SF_Actor2_8 facesets (COMPLETE):
SF_Actor3_1 to SF_Actor3_3 facesets
SF_People2_5 faceset
SF_People3_8 facesets
SF_Monster_8 Faceset
I try to get a new faceset done at least every month, in case you want to check out my old XP/VX facesets that I haven't posted here so far, visit my blog: https://thestoryteller01.wordpress.com/2015/01/
I've been asked about publishing my custom parts and I tried to make them into parts usable for the generator - but it didn't work out. Most parts don't work stand-alone as they often also need an edited neck or head (like the suit parts) or only work if they are split upon different layers (nearly all custom hairstyles). In addition for most facesets I have manually placed mouth, eyes and eybrows (including putting them closer or wider apart). The test results where extremly unsatisfying so I ditched it. I'm sorry that I can't deliver additions for the generator but there are already so many talented people on this forums who have made (and still make) great additions for the generator, that I think I better stick to make more facesets.
I am still quite busy with RL and projects outside of RPG Maker so I will update this thread with new facesets in irregular intervals only.
These facesets are no edits of the stock portraits and also not made with the MV generator but recreations which I made in 12-20-layer paint shop files using the generator parts (mixing male and female and tinkering a lot of elements together myself). The coloring (including hue, saturation and brightness) is also done completely in paint shop to give me more control over the colors and allow me to customize every single element.
TERMS OF USE:
Everything is made from RPG Maker MV stock media and is free for non-commercial use with RPG Maker projects. Please credit Kadokawa/Enterbrain and TheStoryeller01 if you use it.
If you want to use anything for a commercial project get in touch with me, I'm willing to further customize the sets.
No redistribution of the originals or of any edits allowed - if you want to share these ressources, please link to this thread.
I try to stay close to the appearance of the stock portraits but I also take the sprites into account - and I'm afraid I won't be able to recreate everything in the generator style. I will also try to capture the "character" of the actors, which means if an actor shows a friendly face, I will use more smiles and if an actor has a stone face, the emotions will be more subtle. That way I hope to make the facesets more unique and inspiring for developers.
However, the basic emotions for all facesets are the same, with the exception of the last one, which will be custom depending on the character: neutral, friendly, roguish, happy, surprised, angry, sad, custom* (from left to right, top row first) . *I've been told, that the last (8th) standard emotion, "ashamed" doesn't really work because it's too close to sad and often not convincing. So I decided to make the last (8th) emotion a custom one depending on the inspiration from the character.
I'll always put the newest one here on top and keep the rest in the spoilers.
Added another faceset for SF_People1_7. The sprite 7 from the sheet SF_People1 has no stock portrait, so I created one in a 16-layer paint shop file using the MV generator parts. To support the appearance of an old man, I set the head lower onto the neck and also tilted it slightly for most expressions. The hair and clothing are tinkered together from various generator parts.
The following emotes are displayed neutral, friendly, roguish, happy, surprised, angry, sad, and for the extra one: doubtful (from left to right, top row first)
Actor1_1 to Actor1_8 facesets (COMPLETE):
This is Actor1_1. The colors are not exactly the same as in the stock portrait but they still fit the sprites.
This is Actor1_2. It differs a lot from the stock portrait but I think the new hair color and the custom clothing fit the sprites much better. I also decided to let her keep black pupils.
This is Actor1_3. The hair color is not the same as in the stock portrait and it fits the sprites only ok. While the stock portrait was too red imo, mine lacks the yellow highlights. I decided to keep the standard skin color and gave him darker eyes because it think that matches the sprite better.
This is Actor1_4. It took some time to get the hair color right but the end result matches the sprites quite well imo. I kept the standard skin color and gave her eyes more brown and less yellow and I also tinkered my own version of the bandana and (slightly) recolored it as well as the clothing to match the sprites better.
This is Actor1_5. I chose a different hair color as in the stock portrait to match the sprites better and tweaked the clothing a bit to make the scarf fit right.
This is Actor1_6. The hair color is different from the stock portrait to match the sprites better and I used an edited version of the male scarf, because I found the female one didn’t look like it matched the sprites well.
This is Actor1_7. Compared to the stock portrait the hair is a bit darker and more saturated but that matches the sprites better imo. Because I couldn't find a single spot of brown on the sprites, I also recolored the brown clothing parts to blue and darkeded the cloak a bit to match the sprites better.
This is Actor1_8. I couldn't replicate the perspective of the stock portrait so this one looks quite different but it still matches the sprites.
This is Actor1_2. It differs a lot from the stock portrait but I think the new hair color and the custom clothing fit the sprites much better. I also decided to let her keep black pupils.
This is Actor1_3. The hair color is not the same as in the stock portrait and it fits the sprites only ok. While the stock portrait was too red imo, mine lacks the yellow highlights. I decided to keep the standard skin color and gave him darker eyes because it think that matches the sprite better.
This is Actor1_4. It took some time to get the hair color right but the end result matches the sprites quite well imo. I kept the standard skin color and gave her eyes more brown and less yellow and I also tinkered my own version of the bandana and (slightly) recolored it as well as the clothing to match the sprites better.
This is Actor1_5. I chose a different hair color as in the stock portrait to match the sprites better and tweaked the clothing a bit to make the scarf fit right.
This is Actor1_6. The hair color is different from the stock portrait to match the sprites better and I used an edited version of the male scarf, because I found the female one didn’t look like it matched the sprites well.
This is Actor1_7. Compared to the stock portrait the hair is a bit darker and more saturated but that matches the sprites better imo. Because I couldn't find a single spot of brown on the sprites, I also recolored the brown clothing parts to blue and darkeded the cloak a bit to match the sprites better.
This is Actor1_8. I couldn't replicate the perspective of the stock portrait so this one looks quite different but it still matches the sprites.
Actor2_1 to Actor2_8 facesets (COMPLETE):
This is Actor2_1. Since the hair color of the stock movement and battler sprites differ to some extent, I had to find a tone that fits both. To keep the appearance of the stock portrait, eyes, nose and mouth have been moved up slightly but I made the eyes a bit darker to match the sprites better.
This is Actor2_2. The game and battle sprites have slightly different tones for the hair color so I went for something in between but closer to the game sprite. And since the stock portrait shows one of the few mouths with a fuller upper lip, I edited all the other mouths used to match it. I also head to give her some black "undergarment" because the clothing left some skin patches visible.
This is Actor2_3. I coloured the hair differently from the stock portrait and made the eyes darker to match the sprites better (and to get a little more contrast into this faceset). I also had to use a head with a little more chin, because the only head with a small chin did match the stock portrait even less.
This is Actor2_4. Since the game and battle sprites have slightly different tones for hair and eyes I had to color those to something in between and I also edited and recolored the whole clothing set to match the sprites better. Furthermore I've done edited versions of all the female (and some male) mouths to make the lips look a tiny bit fuller and used them for this faceset.
This is Actor2_5. Because imo the “fluffy” part of the hat shown in the stock portrait wasn’t very convincing, I tinkered a new one which fits the sprites not perfectly – but better. I also edited the face and hair (which itself is stiched together from 3 different parts) to show the shadow of the hat’s brim (Thanks again to Sharm for the feedback!).
This is Actor2_6. Everything is lighter than in the stock portrait to match the sprites better. In addition I heavily edited the hat and ear parts from the MV generator and created shadow layers for the hat brim. I also created a complete mouth set based on the single red-lipped one from the generator.
This is Actor2_7. The hair is darker than in the stock portrait to match the sprites better.
This is Actor2_8. This one was easy, compared to the stock portrait I only made the eyes a bit darker to match the sprites better.
This is Actor2_2. The game and battle sprites have slightly different tones for the hair color so I went for something in between but closer to the game sprite. And since the stock portrait shows one of the few mouths with a fuller upper lip, I edited all the other mouths used to match it. I also head to give her some black "undergarment" because the clothing left some skin patches visible.
This is Actor2_3. I coloured the hair differently from the stock portrait and made the eyes darker to match the sprites better (and to get a little more contrast into this faceset). I also had to use a head with a little more chin, because the only head with a small chin did match the stock portrait even less.
This is Actor2_4. Since the game and battle sprites have slightly different tones for hair and eyes I had to color those to something in between and I also edited and recolored the whole clothing set to match the sprites better. Furthermore I've done edited versions of all the female (and some male) mouths to make the lips look a tiny bit fuller and used them for this faceset.
This is Actor2_5. Because imo the “fluffy” part of the hat shown in the stock portrait wasn’t very convincing, I tinkered a new one which fits the sprites not perfectly – but better. I also edited the face and hair (which itself is stiched together from 3 different parts) to show the shadow of the hat’s brim (Thanks again to Sharm for the feedback!).
This is Actor2_6. Everything is lighter than in the stock portrait to match the sprites better. In addition I heavily edited the hat and ear parts from the MV generator and created shadow layers for the hat brim. I also created a complete mouth set based on the single red-lipped one from the generator.
This is Actor2_7. The hair is darker than in the stock portrait to match the sprites better.
This is Actor2_8. This one was easy, compared to the stock portrait I only made the eyes a bit darker to match the sprites better.
Actor3_1 to Actor3_8 facesets:
This is Actor3_5. This one was hard, to make the hair work I had to cut off parts of the hair pieces and even a bit of the head. I used different eyebrows than the portrait suggested and still didn't like the look. To do Actor3_5 at least some good, I tinkered the 2 tails for his bandana which are not in the generator parts but show on the sprites. I only went with the stock portrait look because it was on my request list - but I will definitely do a different version of this one only based on the sprites then.
This is Actor3_6. The clothing from the stock portrait didn't reflect the armor seen on the sprite (especially the red-bordered breastplate) so I edited the clothing to show the armor and I also tweaked the headgear to show the tails on each side.
This is Actor3_8. I heavily edited the hat parts from the MV generator and created shadow layers for the hat brim. I also choose face elements to make her look more grown-up than in the stock portrait.
This is Actor3_6. The clothing from the stock portrait didn't reflect the armor seen on the sprite (especially the red-bordered breastplate) so I edited the clothing to show the armor and I also tweaked the headgear to show the tails on each side.
This is Actor3_8. I heavily edited the hat parts from the MV generator and created shadow layers for the hat brim. I also choose face elements to make her look more grown-up than in the stock portrait.
Evil_2 faceset:
SF_Actor1_1 to SF_Actor1_8 facesets (COMPLETE):
This is SF_Actor1_1. Since the stock generator parts create only suits that look more like kimonos (good) or pyjamas (not so good), I "tailored" my own from generator and portrait parts (but I admit I left out the blue collar stripe from the stock portrait, cause it was too much of a hassle to include). Tim Gunn was right - menswear IS hard to do.
This is SF_Actor1_2. Compared to the stock portrait the hair is more yellowish and the eyes are darker to match the sprites better. And again I "tailored" my own jacket, shirt and tie from generator and portrait parts (but again I left out the blue collar stripe from the stock portrait, cause it was too much of a hassle to include).
This is SF_Actor1_3. This is still my "self tailored" suit & shirt from generator and portrait parts (I still left out the blue collar stripe from the stock portrait, cause it was too much of a hassle to include). I also borrowed the bandana back part from the stock portrait and colored the hair with reduced hue to match the sprites better.
This is SF_Actor1_4. This is still my "self tailored" suit,shirt&tie from generator and portrait parts (I still left out the blue collar stripe from the stock portrait, cause it was too much of a hassle to include). Otherwise it's pretty much the same as the stock portrait.
This is SF_Actor1_5. I colored the hair differently than in the stock portrait and also made the ear visible, both to match the sprites better. And this is still my "self tailored" suit,shirt&tie from generator and portrait parts (without the blue collar stripe from the stock portrait, cause it was too much of a hassle to edit).
This is SF_Actor1_6. She wears my "self tailored" suit, shirt & (remade) tie from generator and portrait parts (without the blue collar stripe from the stock portrait, cause it was too much of a hassle to edit). The knot+pony is tinkered from generator parts and the hair color is notable different to the stock portrait to match the sprites better.
This is SF_Actor1_7. He wears my “self tailored” suit&shirt made from generator and portrait parts (without the blue collar stripe from the stock portrait, cause it was too much of a hassle to edit) but otherwise there are no differences to the stock portrait.
This is SF_Actor1_8. She wears a new version of my “self tailored” suit with a more blouselike collar made from generator and portrait parts (without the blue collar stripe from the stock portrait, cause it was too much of a hassle to edit). The hair has less hue than the stock portrait to match the sprites better and I left out the blue necklace because it’s not shown on the sprites at all.
This is SF_Actor1_2. Compared to the stock portrait the hair is more yellowish and the eyes are darker to match the sprites better. And again I "tailored" my own jacket, shirt and tie from generator and portrait parts (but again I left out the blue collar stripe from the stock portrait, cause it was too much of a hassle to include).
This is SF_Actor1_3. This is still my "self tailored" suit & shirt from generator and portrait parts (I still left out the blue collar stripe from the stock portrait, cause it was too much of a hassle to include). I also borrowed the bandana back part from the stock portrait and colored the hair with reduced hue to match the sprites better.
This is SF_Actor1_4. This is still my "self tailored" suit,shirt&tie from generator and portrait parts (I still left out the blue collar stripe from the stock portrait, cause it was too much of a hassle to include). Otherwise it's pretty much the same as the stock portrait.
This is SF_Actor1_5. I colored the hair differently than in the stock portrait and also made the ear visible, both to match the sprites better. And this is still my "self tailored" suit,shirt&tie from generator and portrait parts (without the blue collar stripe from the stock portrait, cause it was too much of a hassle to edit).
This is SF_Actor1_6. She wears my "self tailored" suit, shirt & (remade) tie from generator and portrait parts (without the blue collar stripe from the stock portrait, cause it was too much of a hassle to edit). The knot+pony is tinkered from generator parts and the hair color is notable different to the stock portrait to match the sprites better.
This is SF_Actor1_7. He wears my “self tailored” suit&shirt made from generator and portrait parts (without the blue collar stripe from the stock portrait, cause it was too much of a hassle to edit) but otherwise there are no differences to the stock portrait.
This is SF_Actor1_8. She wears a new version of my “self tailored” suit with a more blouselike collar made from generator and portrait parts (without the blue collar stripe from the stock portrait, cause it was too much of a hassle to edit). The hair has less hue than the stock portrait to match the sprites better and I left out the blue necklace because it’s not shown on the sprites at all.
SF_Actor2_1 to SF_Actor2_8 facesets (COMPLETE):
This is SF_Actor2_1. The hair is tinkered together from various generator parts and while looking different from the stock portrait, it matches the sprites quite well.
This is SF_Actor2_2. The hair is partially edited and the color is slightly different from the stock portrait to match the sprites better.
This is SF_Actor2_3. I gave him a different pair of glasses than in the stock portrait, because the original one didn't match the sprites and made a second version with the same weird hair coloring shown on the sprites.
This is SF_Actor2_4. I gave her a different pair of glasses than in the stock portrait that matches the sprites better.
This is SF_Actor2_5. I didn't find the clothing from the stock portrait doing the supposedly heavy leather coat from the sprites justice, so I tailored my own (again) from generator parts and added some rank to the chin-high shirt collar. The hair is edited from several parts and I also added a small shadow under the shades
Added another faceset for SF_Actor2_6. The mouth style differs from the one in the stock portrait but I wanted to make at least one female faceset with fuller lips. I also kept the ear visible because it can be seen in the sprites as well. The hair includes a lot of small edits.
This is SF_Actor2_7. The hair tone is different from the stock portrait to match the sprites better and I did not replicate the dirt brushes in the face, because the're not seen on the sprites either.
This is SF_Actor2_8. I found the clothing from the stock portrait didn't match the sprites, so I tailored her a new set from generator parts. The hair tone is also different from the stock portrait to match the sprites better and I did not replicate the dirt brushes in the face, because the're not seen on the sprites either.
This is SF_Actor2_2. The hair is partially edited and the color is slightly different from the stock portrait to match the sprites better.
This is SF_Actor2_3. I gave him a different pair of glasses than in the stock portrait, because the original one didn't match the sprites and made a second version with the same weird hair coloring shown on the sprites.
This is SF_Actor2_4. I gave her a different pair of glasses than in the stock portrait that matches the sprites better.
This is SF_Actor2_5. I didn't find the clothing from the stock portrait doing the supposedly heavy leather coat from the sprites justice, so I tailored my own (again) from generator parts and added some rank to the chin-high shirt collar. The hair is edited from several parts and I also added a small shadow under the shades
Added another faceset for SF_Actor2_6. The mouth style differs from the one in the stock portrait but I wanted to make at least one female faceset with fuller lips. I also kept the ear visible because it can be seen in the sprites as well. The hair includes a lot of small edits.
This is SF_Actor2_7. The hair tone is different from the stock portrait to match the sprites better and I did not replicate the dirt brushes in the face, because the're not seen on the sprites either.
This is SF_Actor2_8. I found the clothing from the stock portrait didn't match the sprites, so I tailored her a new set from generator parts. The hair tone is also different from the stock portrait to match the sprites better and I did not replicate the dirt brushes in the face, because the're not seen on the sprites either.
SF_Actor3_1 to SF_Actor3_3 facesets
This is SF_Actor3_2. The stock portrait is showing a masculine women (or an androgynous character), so I used a lot of male generator parts to retain the appearance of the stock portrait. The hair tone is in between the darker game sprite and lighter battle sprite.
While the stock portrait is very similar to the above faceset, the sprite’s appearance is that of a regular female character, so I made an alternative version that fits the sprite actually better. I used only female generator parts for this one but made sure to keep the ‘badass’ character from the stock portrait.
This is SF_Actor3_3 . The clothes have been taken from the stock portait and edited. The hair tone is slightly different from the stock portrait to match the sprites better.
While the stock portrait is very similar to the above faceset, the sprite’s appearance is that of a regular female character, so I made an alternative version that fits the sprite actually better. I used only female generator parts for this one but made sure to keep the ‘badass’ character from the stock portrait.
This is SF_Actor3_3 . The clothes have been taken from the stock portait and edited. The hair tone is slightly different from the stock portrait to match the sprites better.
SF_People2_5 faceset
This is SF_People2_5.The round glasses are tinkered together from stock parts. The faceset differs a bit from the stock portrait but matches the sprites very well.
SF_People3_8 facesets
This is SF_People3_8. The character is a nurse from a sprite sheet with no existing stock faceset so everything is based on the sprite. In addition to the color pattern from the sprite. I also added 2 versions with traditional white and blue clothing (without bowtie) and different hair/eye colors.
SF_Monster_8 Faceset
This is SF_Monster_8. I used my self-tailored suit and removed the stem from the glasses to match the stock sprite better.
I try to get a new faceset done at least every month, in case you want to check out my old XP/VX facesets that I haven't posted here so far, visit my blog: https://thestoryteller01.wordpress.com/2015/01/
I've been asked about publishing my custom parts and I tried to make them into parts usable for the generator - but it didn't work out. Most parts don't work stand-alone as they often also need an edited neck or head (like the suit parts) or only work if they are split upon different layers (nearly all custom hairstyles). In addition for most facesets I have manually placed mouth, eyes and eybrows (including putting them closer or wider apart). The test results where extremly unsatisfying so I ditched it. I'm sorry that I can't deliver additions for the generator but there are already so many talented people on this forums who have made (and still make) great additions for the generator, that I think I better stick to make more facesets.
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