The shoulder armor could just extend back a pixel further to convey that depth. Right now, they're kind of flat. I'd say that you're 'pillow shading' (I think that's correct) - you have a gradient going from one side of one form to the other. Examples are present on the arrms and legs. Try to keep a consistent lighting direction, too - the light portion of his arms are inward on both.
The feet armor are just kind of 'squashing' when his feet bend forward. Try using lighting to convey that his feet are bending.
I think the base's chest is a bit too high - it goes straight from his head to his chest. There could be a pixel or two of 'neck-space'.
Other than that, nice job. I like the base, and there's a lot of potential with the knight.
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The shoulder armor could just extend back a pixel further to convey that depth. Right now, they're kind of flat. I'd say that you're 'pillow shading' (I think that's correct) - you have a gradient going from one side of one form to the other. Examples are present on the arrms and legs. Try to keep a consistent lighting direction, too - the light portion of his arms are inward on both.
The feet armor are just kind of 'squashing' when his feet bend forward. Try using lighting to convey that his feet are bending.
I think the base's chest is a bit too high - it goes straight from his head to his chest. There could be a pixel or two of 'neck-space'.
Other than that, nice job. I like the base, and there's a lot of potential with the knight.