08-19-2011, 09:09 AM
as rakia said, you're using a gradient patern to shade your objects, wich not only does not convey depth and volume into them to make them look 3D(not the 3D you need to wear glasses, but rather as objects with mass and volume rather than flat pictures), but also since said gradients have barely any contrast between them they are barely noticeable, making the objects even more flat and unnapealing.
as for the lineart and general shaping, for the most part they look extremely wonky and strange (in some cases) due to a flawled anatomy (in all of them). this is even more noticeable on mario, where his legs literally make no sense and his neck is completely out of place.
i'd suggets that you should follow the same process gorsal did a few posts ago: strip your sprites off all their colors and leave them with only a base shade, then process to add a darker tone for a shadow and a lighter one for a highlight, and from there evaluate if you REALLY need so many shades(keeping in mind how lightsource would determine wich parts should be affected by it)
as for the lineart and general shaping, for the most part they look extremely wonky and strange (in some cases) due to a flawled anatomy (in all of them). this is even more noticeable on mario, where his legs literally make no sense and his neck is completely out of place.
i'd suggets that you should follow the same process gorsal did a few posts ago: strip your sprites off all their colors and leave them with only a base shade, then process to add a darker tone for a shadow and a lighter one for a highlight, and from there evaluate if you REALLY need so many shades(keeping in mind how lightsource would determine wich parts should be affected by it)