On the issue of skintone I’m just wondering if the subtle change in lighting that I currently have for side head images, is something the player would understand to be due to the fact that that is some sort of special closeup picture of her face.
I mean I could literally just make the side head image a zoom and crop of the normal sprite. That would literally make the skintone match perfectly pixel for pixel.
The reason I didn’t do that is that this arrangement is higher quality. The problem is that high quality lighting for a body and high quality lighting for a face ended up resulting in two very different skintones. (Although like I said, the main problem is the differences that arise from trying to highlight pale skintones versus darker skintones.) Of course this girl’s entire design is flawed. I was writing a hispanic or latinX woman. This I think is maybe more of a middle eastern skintone? I’m just trying to get things to fit.
It’s still pretty early on. So this stuff is still up in the air.
I redid this girl’s smile side head image with her new hair.
Which hair do people prefer? The more boring hair is simulated to lay on her. Whereas the other hair is basically just a static prop.
On the issue of the deadline, let’s say the heat death of the universe? Using sprites like this is maybe 1000 times easier/faster.
EDIT: Also to clarify, side head images pre-date my desire to use sprites. In other words. In a fully rendered scene. There would still be a side head image that might change to denote mood changes. Changes too small/subtle to effect the full scene render. Side head images are keyed to automatically change to match the mood of the say command. But now that I’m planning to use way more sprites than full scene renders… I’m beginning to wonder if the side head image is now flawed as concept? Because well… now that I have sprites. I can key the sprite to the say command and the mood based image attributes in the exact same way as the side head image.
TLDR: Maybe side head images are only useful in games with full scene renders. I’m just not aware of this because games on this website do not typically use side head images. In that case maybe I should simply turn side head images off. Then I wouldn’t have to worry about them clashing with the sprite. But I worry that full body sprites won’t show as much emotional detail as the side head image. A decent amount of effort has gone into fine tuning her exact facial expression in the side head image.