(01-14-2010, 05:42 PM)D.moffett1990 Wrote: ...any othe suggestions anyone
I finally zoomed in to take a look, and I think I see where the pillow shading / flat comment comes in:
Just a quick paintover to illustrate the point. By no means do I believe my change is right, it's is simply an example. Your arms are spreading out to the sides and slightly back, but from your side views, the detail is lacking that the arms aren't completely straight. Moreover you have 2 pixel rows of dark colors at an angle being taken up to amplify the color border, when only 1 of a slightly darker color is really needed.
Take a look at the
spear moblin rip on the site and look how the arm only uses 1 slightly darker color to separate the shoulder from the head. You get the illusion of a shoulder via the 2 stray pixels jutting out from the top and bottom. The arm is mostly a flat color because it's essentially flush with the perspective. Your arm which is actually at an angle toward the viewer is missing the armpit detail to break the flat region from the torso.
A lot of your Wizzrobe sprites have that extra band of dark / almost black color on the top. While it helps to accentuate color difference where the hue is close, some of the areas seem overdone (like the black outline on the hat instead of a darker value outline, using black to show overlap; and the arms raised from the front where it only really needs to assist the hands and the wrist). For another example -
Link (no cap), there's no black outline on his hair. Even when he's wearing a cap, the black outline is only where his hat is shown to overlap the same color or show extra depth where it's hanging low.
Vaati Minish has a broken black line for his hat, but it sticks completely straight up when you're looking at it (at least in the rip sheet), unlike your wizzrobe's hood.
Still a very well done sprite overall.