
It will give you the right proportions to match existing assets. If you want your sprites to blend with the art styles of the RTP, a particular DLC, etc, then a character base is the "base structure" that you'll want to work from. The only "base structure" you'll need to look at is the size (MV operates on a 48px grid, if memory is willing to serve, so you can base your characters off how big they are in relation to that) and the order the frames go in the animation (I believe it's right-center-left steps, but I may have it backwards-XP uses center-right-center-left). If you want completely custom, goes-only-with-your-own-art-style sprites-yes, you can start from scratch. I would venture you're probably overthinking it!

If I saw someone else's "drawing" process of making a sprite from scratch, maybe k could grasp how to build my base to create the character I'm primarily trying to build. When I create, I build of a structure which is what I was looking for here. Or am I just over thinking it? I draw, paint, and design for a living. Yet what I wanted was the base structure of a sprite, how to structure the building blocks from which I would build the character or at the very least watch someone else's process of building a unique sprite and not just dropping already premade assets on top of some In fame base.

After year's of life, I downloaded rpgmaker mv playing around with it wanting to make something.įirst thing I wanted to do is see create a unique sprite and to carry over and looked googled everything I could, "how to make unique sprites" "how to draw unique sprites" "making sprites for rpgmaker mv" and so on.Īlmost every vid was the same, either editing already existing sprites or using built in tools or third party tools such character hub, or even just showing how to make sprite sheets. Hello there, I've been googling, and googling and searching but I just can't find what I'm looking for.
