Making of an RPG-ish character template (Part 2)

Making of an RPG-ish character template (Part 2)

This is a continuation of my thread Perspective Woes (http://opengameart.org/forumtopic/perspective-woes-pixel-art-sprites), where I attempted to create a base character design based on the proportions of the Illusion of Gaia sprites...at twice the size.  Turns out I still had a thing or two to learn about lighting and anatomy (But I generally don't consider myself a true artist).

After some time, I think I've finally settled on the north and south body shapes.  It's a bit of a compromise between standing with legs out while trying not to look bow-legged.

He's alive!

For the breathing patern, I tried a few different combinations of arm-staggering.  I'm not sure I'm entirely happy with this one, so it's open for suggestion.  Since it's not really meant to be a combat-stance, I didn't want the arms bouncing too much.  Now for a bit of walking...

NORTH WalkSouth walk

I was reluctant to include these walking animations at first (Because what if they're wrong and I have to do it all over?! Well, I guess I have to learn somehow.)  These are meant to be just boring NPC walk cycles-noot too much arm movement, and not too much exuberance.  I have a north and south "hero strut" in a somewhat-finished state, but I'm still doing some tweaking to make it look just right.

My hope is that the north and south-facing sprites aren't overly offensive to the trained eye.  I'm open to any simple changes that could be made, but maybe less so for the ones that'd require heavy edits to the animations.  On that note, you've probably noticed that there aren't any east/west-facing animations among these.  I don't want to attempt animation until I have a form that makes sense that I'm happy with.  I may have gone overboard with the lighting--most side-facing sprites I've looked at don't bother with shading as you go down, and I'm wondering if I'd be better off without it.  There's also the matter of just the anatomical shading in general.  With north and south, it's easy to envision which parts extrude, and thereefore cast shadow...but not having an easy time visualizing that from the side.

There's my update for now.  I actually have a lot more done that I'll probably show later (Some primitive clothing objects, different skintones and a whole bunch of hairstyles/colors). As of now, my main priority is finishing the basic animations.