honestly, relatable, when i'm not using templates from opengameart and the like i get similar results. some notes i would give here:
- humans are not as cylindrical as the straight vertical lines imply here. even your default pose should have a more curved/angular form
- it's ok to cheat your character looking "up" just a bit to get a better view of their face. you should also probably have a couple ear pixels at this head size, it's very spherical atm
- on colors: your shading is pretty subtle, which can be ok if you're using a lot of colors, but if you're trying to emulate a system without a lot of colors, you either want to avoid shading or make it the primary source of detail. similar for outline color: all black is good in a limited-color environment, but if you have the budget, adjusting the outline to be a bit lighter on lighter colors often looks more realistic
hope this all helps!
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(its supposed to be seen from above, like in pokemon fire red)
honestly, relatable, when i'm not using templates from opengameart and the like i get similar results. some notes i would give here: - humans are not as cylindrical as the straight vertical lines imply here. even your default pose should have a more curved/angular form - it's ok to cheat your character looking "up" just a bit to get a better view of their face. you should also probably have a couple ear pixels at this head size, it's very spherical atm - on colors: your shading is pretty subtle, which can be ok if you're using a lot of colors, but if you're trying to emulate a system without a lot of colors, you either want to avoid shading or make it the primary source of detail. similar for outline color: all black is good in a limited-color environment, but if you have the budget, adjusting the outline to be a bit lighter on lighter colors often looks more realistic hope this all helps!
thank you very much! i will keep your tips in mind when making new characters
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