Hello,
I'm working on some 3D prerender sprites for MV. I'm hoping to eventually put them for sale so, I'd love to get some feedback on them before I dive in too far. My main concerns are that the character looks okay with existing tilesets and is simple enough that developers can make modifications on their own.
This should be ready to plop into MV
The story: I don't care for MV's balloon headed character graphics. I'm an artist, so naturally I want to draw my own characters anyways, I figured I might as well replace the whole set. Making sprites can be fun, but animating sprites is a pain in the *@$^#&#! so I thought, why not try this in 3D where making models is hard but animating is easy? After a week of playing around, this is what I ended up with. I wanted to start with something "fun" as a motivational tool, hence this character.
I've rendered in various permutations for your consideration. Let me know what works best for you. First from the left uses a form of "edging" such as one might see in cell shaded 3D graphics. 2nd one is pure render, without edging. I mostly like this style better, but there are some regions like the golden trim next to her skin which don't show very well. 1st and 2nd are both exactly what the render pops out, with characteristic smooth 3D shading. The 3rd and 4th are indexed, meaning the maximum potential colors are reduced, specifically to 24 colors. (a lot of the default graphics are indexed, especially in older games like 2k3) This should help it match the spritey look of the available tiles (cuz boy do I not want to make tilesets) and make it easier for developers to adjust the sprites when you want to change or add something. It is often a pet-peeve of mine when I can't adjust an existing graphic because it's just too intricate to touch, I feel that way about some of MV's default graphics, and I've always felt that way about RPGM monster battlers. Both indexed sets are based on the non-edged render. The 3rd set is plain indexed, the 4th set uses a method called dithering which blends colors by interlacing two colors together. This effect looks good from a distance, but it can have the effect of making all surfaces look rough, which is not always desirable.
This is a larger render. It looks better, but obviously, not useful as a map walking character graphic. One of the potential alternate methods of generating sprites is to render it as x2, then index it, then shrink it down to 48x map size, but I'm not wild about doing lots of extra work as things tend to get forgotten here and there. This is probably the size and look that side view actor battlers will be, but I haven't made the poses to test that yet.
I'm not interested in fulfilling personal requests at this point, but I'd be interested to know what sorts of characters you guys would be interested in having. If left to my own devices, I personally liked 2k3's sprites the best, especially the jobclass characters. I'm more interested in modern settings than medieval, so for example, I'd probably make a healer character look more like a doctor/nurse than a priest. I'm interested in the idea of making anthro characters, but that could turn into a huge undertaking. For example, if I want to do something like (wolf, lizard, shark, eagle) x (knight, ninja, wizard, healer) x (male, female) that's 32 characters and I haven't gotten into any particularly interesting animals or jobclasses yet. I could just swap heads/tails and bodies, but I'm afraid that would be too boring. I also like the idea of making some space opera graphics, like storm troopers, redshirts and space pirates, and I like the idea of anthros as aliens, so that might be a simpler or more natural way to do it. I'd be interested in any ideas you have for space opera characters, as that's not as well defined as fantasy jobclasses.
Next things I want to make are side-view battler and a male character template.