09-23-2013, 02:48 PM
Vipershark meant that in pixelart, your goal is to represent a character using enough detailing to make it readable, and good to the eye. Therefore, you may want to do away with pointless colors and 'merge' similar colors to optimize coloring.
In pixelart, you can do such effect by hueshifting, that is, modifying the hue, or the tone, when picking a darker or a lighter color. If you are familiar with the color wheel, you'll see that blue is near green:
so you can pick an in-between color that serves both for his head and hair. Since the green part of his head is so small, using a blue-ish tone will not be a problem.
In the same concept, ditching similar colors is a good move, because a color that doesn't really add anything in the sprite isn't useful at all. If you can do a good job wth a shade alone, why would you need to add a secondary color? Notice that for a small sprite such as that, you don't really need a lot of colors.
Finally, I fel that the koopaling looks really thin, you could give him a shoulder and a small neck.
In pixelart, you can do such effect by hueshifting, that is, modifying the hue, or the tone, when picking a darker or a lighter color. If you are familiar with the color wheel, you'll see that blue is near green:
so you can pick an in-between color that serves both for his head and hair. Since the green part of his head is so small, using a blue-ish tone will not be a problem.
In the same concept, ditching similar colors is a good move, because a color that doesn't really add anything in the sprite isn't useful at all. If you can do a good job wth a shade alone, why would you need to add a secondary color? Notice that for a small sprite such as that, you don't really need a lot of colors.
Finally, I fel that the koopaling looks really thin, you could give him a shoulder and a small neck.