I think it’s better to keep the hair in a consistent style like this.
Overusing lines tends to make the pixel art look messy due to aliasing, and since I’m already more comfortable with lineless styles, I can get better results that way.
While checking the in-game visuals, I kept getting this odd feeling —
Turns out, I think the eyes are just too big.
I tried removing one tile of the sclera, and it instantly looked much better.
So I went back and adjusted the file again.
Personally, I think this version feels a lot more balanced.
I used to feel the character’s face looked too round, but after tweaking the face shape a bit and giving the hair more volume, the result turned out pretty decent.
(That damn feature.)
I honestly can’t believe someone thought of implementing this.
Now I have to factor it into every future hairstyle I draw. Thanks a lot.
Originally, I was planning to work on a different face first,
but I figured I should lock in the overall visual first —
so I decided to go with the default sundress look.
That’s when the real nausea kicked in.
Turns out I need three breast-size variations per outfit,
plus damage states, and even animated skirt flapping.
God. First, let me sculpt something nice, and then I’ll break it down...
At first, I stupidly stuck to the five brightness levels from the vanilla outfit and drove myself crazy.
Then I had a realization:
As long as it’s grayscale, I can use as many shades as I want —
the game handles the coloring anyway.
Even with all this detail in the sprites,
the game still doesn’t do them full justice.
Well, what can I do? All I can do is sit here and cry, I guess.
I tried doing some in-game comparisons,
and it finally gave me a good sense of how my retexture is shaping up.