>>101573
*Sigh*
Open up Blender.
Make a base by using a cube (should be one at launch), add a subdivide modifier to it (menu bottom right, modifiers),
Loop cut it in the middle on the vertical axis (ctrl + R and using your mouse) then remove one of the halves.
Add a mirror modifier on the Z axis, reforming a full cube.
Extend the bottom into a rough legs shape using Extrude (E), subdivide with loop cuts (Ctrl + R) and scale (S)
to shape up legs.
Add another cube (Shift A) combine the objects (ctrl + J) place it ontop of your first cube, then bevel its bottom (ctrl + B + mouse) do so for the first cube as well on its top, once you got a good enough bevel, delete the underside of the top cube and the top side of the bottom cube and link them together by creating faces from the verticles after you select them (F).
You're now left with what looks like two spheroid objects, and if you properly shaped the loop cuts on the bottom one, a fairly humanoid shape without arms.
Select one of the loop cuts on the top of the torso and extend them with extrude again (E) until you get an arms length, loop cut them (ctrl +R) and scale them (S) and make a loop cut that leaves space for a thumb, extrude it (E).
You don't need a detailed model, just something roughly human.
Add bones to the scene (Shift + A) starting from the hips of your character, pointed up. Use extrude (E) to add three more bones along the back of your character.
Do it again for the legs and arms, and one for each feet, oriented in the direction the feets are facing.
Then add two additional bodes for the knees facing forward, two behind the feet facing backward, and two for the arms facing backward from the elbows as well, those will be controller bones, look up 'inverse kinematics' tutorials on youtube if you wanna know how to set those up.
Move the camera object in your scene and set it to orthographic view with a very low resolution, something that doesn't exceed 100pixels.
Add a material to your character in the material menu bottom right.
Edit it or go to the shading tab.
Connect a color ramp output to your Material input in the shadergraph (by right clicking the bottom screen, add, then searching for color ramp), make it a constant from its drop down menu on the node.
Connect a Diffuse BSDF output (add it like the color ramp) to a Shader to RGB input (same as above, add it), then the Shader to RGB output to your color ramp input.
Pick a good contrast of skin color / shadows in your color ramp for your character, you want something visible, make it as many layers as you want for your style, it's just basic cartoony cell shading.
Add a solidify modifier (bottom right menu) to your character with backface culling to create and outline for your character.
Use the controller bones to give your character a pose, use Scale and Loop cuts ( S and Ctrl R respectively) to shape your character as you see fit, inflate them, deflate them, give them a big dumpy or massive breasts, it's your dreamscape do what you want with it.
Once you're done with what you want to do, press 0 to go into your camera view, take a screenshot of your pixelated, hopefully RPG maker sized character in the pose you like, and stick it in a RPG maker spritesheet.
Congratulations, you can now make dozens of sprites in a few minutes, change skin color, change shape, change proportions, change directions, everything in a few clicks.
I could probably print 600 sprites in a day this way if I felt like it. Not gonna invest my time though, you do you.