Well they technically aren't. Gameboy-ish style but I wasn't too particular about all the technical limitations, I just tried to use as few colours as I could without it looking like mud.
I tried to replicate the Live Caster calls in Pokémon Black & White and I believe the Gameboy could display those colours with some background and sprite layer mixing in the face area. Of course, only one portrait would be onscreen at a time.
WIPs:
Some pokegurls to come (I was thinking of doing Erika or Whitney next).
These look cool! I like the guy at top the most. The only thing that sticks out for me is that cheren's eyes are too close together, and his face looks a bit scrunched up, while N looks a bit stiff by his shoulders.
Morty looks very good. His right shoulder needs not that highlight, however.
I just realized this would be incredibly annoying if it were present in-game.
The shoulders on morty don't seem even.
might be me, other then that, these are really good.
(12-19-2010, 08:06 PM)Baegal Wrote: [ -> ]The only thing that sticks out for me is that cheren's eyes are too close together, and his face looks a bit scrunched up, while N looks a bit stiff by his shoulders.
I would've fixed Cheren's eyes actually but if I pull both eyes apart one pixel they're too far away from each other and if I just move one, one is closer to the nose than the other which just looks even worse. I'll see what I can do about both points you brought up though.
(12-19-2010, 09:03 PM)BynineB Wrote: [ -> ]Morty looks very good. His right shoulder needs not that highlight, however.
The reason I added the highlight was because that area seemed kinda flat and I wanted to have some dithering in there because it's pretty much the trademark of the style. It's not absolutely necessary like you said, here's a version without it:
(12-19-2010, 09:47 PM)Diogalesu Wrote: [ -> ]The shoulders on morty don't seem even.
It might be because the left (our right) shoulder has his scarf going over it. Other than that, I assure you both shoulders are the same height and width.