Hello ! I am a video game student @ILOI & I am very thankful, your speech is very motivating .
Except the dude clearly doesn't know much of anything about the 3D game pipeline. Yeah, if you're very skilled, a high poly sculpt could, certainly. But then there's retopology, UV mapping, texture baking, rigging, animating, other means of optimization once imported into the engine. Granted it wouldn't take anywhere near the production time of a AAA character (Which the High-poly sculpt took maybe 10-15 hours altogether, but the finished character took ~94 hours). And granted pokemon models aren't nearly as complex as that, but I think at least a 1-3 hours from start to finish to be a fair average expectancy of artists who know the work flow well enough. I just hate how people are so critical of artists when they clearly don't understand what goes into it.
Output your animation frames onto a single sprite sheet, output each frame to its own image file, or export the entire animation as a single .gif file. GraphicsGale’s export options are flexible enough to be compatible with any workflow.
Create work from scratch, or use GraphicsGale’s TWAIN imaging support to import images from your scanner, camera, or other TWAIN-supported devices.
GraphicsGale also has many pixel-art specific features to help you create your work quickly and easily, including palette control, selectively erasing colors, and tools for quickly replacing and trying new colors. Download our demo here, and get creating!
You can edit a Windows(R) icon file. Besides supports alpha channel.
You can edit a Windows(R) cursor file. (*.cur, *.ani)
Provides Onion Skin that the back and forward frames are seen through on a current frame.
GaleBrowser helps you to see and manage many images on your disk. Animated files are displayed in motion.
Multiple frames can be printed on one page.
You may convert a file format or an image format of many files quickly by Batch conversion.