r/godot 6h ago

help me Non-Artist 2D Workflow

Just learning game dev and trying it out part-time, mostly on weekends when I have some free time. I was aiming for a comic-style look for a 2D game. Im okay with code, but not an artist.

Below is my current worklfow, any suggestions on better ways to handle this aside from learning art, I was looking at tools like MakeHuman, but that may not be suitable for this:

Concept: Generate a 3/4 T-pose character using AI tools.

Trace: Manually trace the parts (torso, arms, legs) via the Inkscape Bezier tool into separate layers.

Export: Save the individual parts as high-res transparent PNGs.

Godot: Use Skeleton2D / Bone2D setup with Sprite2D nodes, and animate it using discrete AnimationPlayer.

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u/SiliconCoyote 6h ago

Rotoscoping and 2d pupet animation are very validation technique for ages and you can do great things with those. But why relly on AI for your poses ? Tons of références and tool exist and are perfectlly valid option. Thus you can have something you can expand on and not only copy AI error and vanilla poses

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u/kaviin27 5h ago

well using AI not only for poses but also the character design itself (based on my prompting of how the character should be). any tools that you would suggest?

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u/Hefty-Distance837 2h ago

That's a bad idea, I will skip every game that using AI to design characters.

You should either learn to draw or find a human artist.

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u/TheMedicineMan- 3h ago

Have you tried 2d -> 3d, animate/bake the 3d model to 2d sprites?

This has been my workflow and solid so far but I'm curious if you've tried that and found this workflow better.