There are many different approaches you could take to 32px tiles.
From what I've seen, I think most Dwarf Fortress players gravitate towards a style like Dungeon Crawl Stone Soup. Very gritty, western and realistically proportioned. The colors are quite dark and a serious tone is attempted overall.
For you, I think you might enjoy drawing in a style like Desktop Dungeons. The designs are cartoony and have big heads like in Spacefox, but they have a lot of details so they don't clash with more realistic tiles.
Finally, there's the 32x32 style I really like. Something like this mockup (which isn't a full game). You have bright colors, visible details and average proportions. I was introduced to roguelikes by Pokemon Mystery Dungeon so I've always been attached to this style.
Also, since you've decided on 32x32, I'd suggest you change the topic name. Try making a poll and ask people what style they would like the creature graphics to be in.
I'm very eclectic when it comes to art styles both in what I like and what I draw. Through my career I've had to draw things in almost all kind of styles you can imagine from cartoony vector anime type characters to realistic vehicles and buildings . My first introduction to rpg's and dungeon games were the first Baldur's Gate and the first Diablo so they hold the fondest memories for me. But while I love
this type of graphics I also love
this style (the same as
this) and the
"french way of doing jrpg's".
There are lots of styles that can serve my purpose of "realistic". I'm already going in a direction that I like with the normal tiles and the races are were I have more doubts. I want the "realism" to serve my purpose of what I envisioned but I don't want to feel constrained by it.
I don't know what I'll end up doing with the races but I know one of the most important things for me is clarity. You want to look at pretty graphics, but you also want to know what's going on, and better if you can do that at a glance and don't have to look twice to see if that's a dwarf warrior, an elf merchant or a goblin raider.
That's were I think the kind of graphics of Dungeon Crawl Stone soup fall short. If zoomed enough they look good, but with hundreds of those tiles on screen all is a blurry mess for me, I could not tell apart a goblin from a zombie. We're talking about small sizes here and you have to take into account not only the original 32px size but when people zooms out and all is smaller.
I LOVE those Obsidian graphics (that's what convinced me to start a new tileset myself instead of "just" completing spacefox) but I'm not convinced with his graphics for races. They look terrific, don't get me wrong, but trying to tell apart professions and races through the whole body
at smaller sizes is harder than just focus on a prominent portion like the head (I believe it's easier to tell apart things through head and headwear than through tiny bodies and heads, if we were talking 64 or 128 px though...). He also shows difference in size through objects and characters and I don't know if it's worth it, you can show different sizes through the various stages of an object (raw, small and big gems) but making a dwarf smaller than an elf? As the game is now, a Titan or dragon are the same size as an elf so...
Anyway about at this size, with "a big head character" I wasn't talking about "a head with tiny legs" like in spacefox, when I said you could see my first draft, I meant it, here:
That's the first draft I made for a dwarf in the beginning, though it ended up being a statue but that's what I meant with big head more or less. Actually there's a game that has made a terrific job of having a realistic style where the characters are just heads.
Though I want full bodied races, not just heads, but there you can see that with just the head you can tell what every character is.
Man, I have to make me some sketches and see, perhaps this mix of styles in the pack will give it more personality and tell it apart from others (and from that new Obsidian one if/when he finishes it). Perhaps when I have some creatures drawn I'll make a poll, now without any graphic is a bit pointless imho.
I love that style. The subtle height differences of the races look great imho.
See?, everyone has different tastes
the thing I like less about that Obsidian set is the one you like the most.
Hmm if anything I think his design is going to be somewhat what he has already and somewhat like this.
But at the same time different after all it's what tempted him to do 32x. That's obsidians new graphics btw, he's busy irl sadly... Why rl comes between a man and his video games is beyond me.
Ha!, thanks for the vote of confidence
I think a lot of what looks great about Dibujor's workshops and what was just posted above is how great the colours look in them. This is going to be lost by the game colourising the whole tile unfortunately. Hopefully mifki ends up coming up with a way for partial colourising!
Indeed!
looks very appealing! especialy full figured humanoid. i am sure they gonna look even better in 32x32.
and look at the gems! the turquoise color. i would piss my beard if i see a warehouse full of them!
Those graphics from Obsidian already are 32x32 tiles
Unfortunately unless something drastically changes in the way the game colorizes things that's not possible (unless you "deactivate" the game coloring for materials and the ALL the gems will look the same regardless of material). That's an example of how to shade a thing with different hues and not different brightness. If you desaturate those gems in a graphic editing program you'd be surprised to see that where those beautiful blues and turquoises are now you'll see almost the same shade of grey, ergo the game won't have those tonal variations there. That's why I stopped myself from drawing the regular tiles in color, just to not be tempted and then disapointed when the game actually doesn't seem anything near what I colored.
Aaaand..... woah, that's a big wall of text right there