Thank you Helm and Lackey for the compliments.

Today I got home from school and felt the urge to do rpg graphics. I decided the first thing I'd make was a character template to set the scale for everything else and give me a base to easily change jobs.

Now, I wouldn't call it a musclebaby, but it's definitely a baby! I was going for a cute and maybe even cuddly look. I think that's what many people want when they do these. They know that all that will be showing is the big pleading eyes and that everything else will be covered by belts and zippers with spikes of hair poking out. But then when they get to the body, it shifts to anatomy practice. It won't show anyway, so what would it hurt to practice a little?
Well, it only took me a few minutes to draw a few blobs, clean them, mirror, and choose colors. It was amazingly efficient. I'm used to over complicating things and then simplifying, not the other way around. I think muscle babies may be one of the reasons nine out of ten rpgs never make it off the ground. People spend all the time on these unnecessary muscles and lose interest in the game itself.
(Or the artist gets fed up with spending so much time on the project and leaves the moment it's done, as was the case in the job I outlined in my first post. It's self inflicted torment, really. Unless you've already had lots of pixel experience, which most rpg spriters haven't had.)Oh well, that's just one theory.
DISCUSS:
