XaiJu
suckkill_fxxk
suckkill_fxxk

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Day 2 of retexturing


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.

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