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Pixel Art / Re: opinions for a adventure side scroller --- Main character
« on: July 16, 2016, 03:10:47 am »
"Oversized" can mean anything, it depends entirely on what your art style is trying to communicate. A head that is considered oversized in one game might be completely appropriate for another.
https://www.marxists.org/archive/luria/images/fig22.jpg
Let's use the height of the head as a unit of measurement.
2 heads tall I would recommend if you need a character that is literally as wide as they are tall, like a 32x32 sprite like what you have. At 2 heads tall, their head is half their entire height. However, this means that their limbs cannot be too long so depending on what kind of animations you want to do with the arms. Something simple like playing with a yoyo shouldn't be too hard, but I once had a client who wanted spear fighters and archers. I had to tell him that was out of my ability.
Figures with smaller heads taking up the same square space might end up not having much of a face. This is totally fine but this approach is much better if you need character sprites that communicates "what kind of unit is this?", where something with more emphasis on the face more communicates "hey, this is Bob, the hero of the story!"
These ones are 3 heads tall. This looks less cute and these body proportions are more suited to animation, striking a balance between emotional expressiveness of faces and whatever animation needs I have
Guesstimating that these are 4-5 heads tall. These are more and more suited to action animations when limbs are longer. This sacrifices face detail but is totally acceptable from the turn-based strategy game which the art style came from.
7 heads tall is typical head-body height ratio for a IRL adult.
8 heads if you want something more idealized. Note how supermodels tend to be freakishly tall
Over 8 heads is the direction you'd take if you just simply want to design a really "tall" character. Use it hyper-masculine characters, demons, or anything where making a character tall would be a nice touch
https://www.marxists.org/archive/luria/images/fig22.jpg
Let's use the height of the head as a unit of measurement.
2 heads tall I would recommend if you need a character that is literally as wide as they are tall, like a 32x32 sprite like what you have. At 2 heads tall, their head is half their entire height. However, this means that their limbs cannot be too long so depending on what kind of animations you want to do with the arms. Something simple like playing with a yoyo shouldn't be too hard, but I once had a client who wanted spear fighters and archers. I had to tell him that was out of my ability.
Figures with smaller heads taking up the same square space might end up not having much of a face. This is totally fine but this approach is much better if you need character sprites that communicates "what kind of unit is this?", where something with more emphasis on the face more communicates "hey, this is Bob, the hero of the story!"
These ones are 3 heads tall. This looks less cute and these body proportions are more suited to animation, striking a balance between emotional expressiveness of faces and whatever animation needs I have
Guesstimating that these are 4-5 heads tall. These are more and more suited to action animations when limbs are longer. This sacrifices face detail but is totally acceptable from the turn-based strategy game which the art style came from.
7 heads tall is typical head-body height ratio for a IRL adult.
8 heads if you want something more idealized. Note how supermodels tend to be freakishly tall
Over 8 heads is the direction you'd take if you just simply want to design a really "tall" character. Use it hyper-masculine characters, demons, or anything where making a character tall would be a nice touch