Assuming I don't want to use 3D engine/models (no 3D in the game, I can use 3D offline), only 2D, in order to make for a game, for example, a single character, this would be the workflow I already got in mind:
- Model in 3D
- Texture it
- Rig it
- Animate it
Render it
- For each part of the body/items -in order to sort gearing-
- For each type of animation (attack, move, idle, die, dodge, hurt)
- For each angle (I'd like 16 angles, or 8 as minimum)
- For each frame (let's say 15 frames/sec)
This is a ridiculous amount of sprites. 400 sprites for 1 item. (Could it be too much?)
And then
- Get the animation controller with extra work: sort the sprites properly depending on animation frames and angles (example at p. 11 of Paul Siramy extracting animations of Diablo II)
All this seems to me, for a bad designer, and a person who aims to make a game for the moment alone, too much work. Are there alternatives to get similar results, without 3D engine? I've heard about something called 3D bitmaps or "Vortex" (used in don't remember which strategy game for vehicles), but I could not find any information about it.