>>36086755But it is. With a sprite all you gotta do is make a reference drawing of the character, and then make a sprite taking into consideration the colors and size limits of the system.
Models require you to make the same reference and then know how to use the software, make the model (which by itself is no small feat) and then program the skeleton, the hotboxes and limits, the giggly parts, the particles, the liquid, gaseous or translucid parts; the animations (which are either done from scratch or done with motion capture. Either way this is no small feat), make the textures, check if the damn thing fits in with the rest of the artstyle AND have in mind the system's and engine's limitations, as well as how many things may be on screen at the same time as that model (you gotta do the same thing with sprites, but it's far easier with sprites because technical limitations at this moment are close to nonexistent for sprite games.)
There's a reason why indie games go mostly for sprites than models. They're easier to model and handle. Hell, stuff like Ren'py only requires users to draw something.