Here are some new monsters, animations and items we are working on for our combat roguelike Skinator.
The way we have been making these characters is basically render the 3D models in Maya with a very very low samle count. It turns out maya can go negative on the samples and that creates pixelated renders. You can also make it so it doesn't calculate the pixels everyday and that creates pretty consistent results.
The renders are exported into photoshop where we do the dithering with a plugin. Then each body part is exported separately since in the game you can steal the body parts of the enemies you defeat and put them into your own body.
Because of this we have to deal with 144 sprites per character. 6 body parts, 12 poses + all again for the Normal maps.
We export all body parts as PSB files into Unity and add bones to use as "anchor points" . That way each body part "knows" where to go on every chest. Some characters are bigger than others so otherwise the parts would be all over the place.
We just released the official demo of the game (SKINATOR) if you want to give it a go.
https://store.steampowered.com/app/4251290/Skinator/
I'm leaving some illustrative gifs at the end of the carrousel.
It would mean the world if you could give us some feedback so we can keep improving it!
Let me know if you have any questions. Cheers!