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    File: wrench.png (19 KB, 768x768)
    19 KB PNG
    I made a wrench pixel art for fun. Any tips?
    >>
    >>464511
    I'd take away all the corners on the outline just to see if I prefer it more that way. Just don't feel obligated to make the entire image only one way or the other, I fell into that trap for a little while.
    >>
    >>464511
    kind of look like some perverted sex toy. the shading seems kind of random. I assume it's a pipe wrench. it doesn't have the qualities of a wrench. I think have the pinch thingy open would better communicate that it clamps down and the flat part of the handle should be longer.
    >>
    it looks like amogus with a looong dick
    >>
    It's pretty good. Try to use a more consistent color palette, think a little more about the silhouette of the sprite, and maybe use some kind of dithering.
    >>
    >>464511
    make your shades of red more distinctive, and drop some transition colors, theres too many, i get that you were going for a texture but 5 shades is too much, 2 is ideal for minimalism, 3 is as much as you should use at this size (unless you want something highly detailed, in that case use a bunch of colors, render it then blend redundsnt shades); also try to toy with the hues, ussually

    Light = Warm colors
    Shadow = cold colors

    possibly try tobadd some white to see if it looks metalic and cool?

    On the grey parts, your lighting is wrong on the lower lip of the wrench, also itd shades like a circle, try to emphasize the geometrybof it by shading in big blunt blocks; if the wrench is meant to be closer try to emphasize that; try a hard light (up) and shadow (down) focused on the gap between upper and lower lip (as dmall as possoble), it will make it more clearly two distinct areas.

    Also, the outline is too thick around the edges, and some grey metalic parts arent outlined from the red metal; that can be read as a bit inconsistent

    Ussually you would do outlines with all different components of a picture, if not, then you would alternwtively use outlines loosely (outline forbsome sections and not for others)

    and theboverall shape is too round, if you wont do an hyper detailed render, i'd go for something more minimalistic and thinner
    >>
    The head looks like it has white lips. Try to keep your shading direction consistent (I used to be an amateur pixel artist, I usually put the lightsource at the topleft but any direction works, as long as that direction is consistent. You can do multiple "lightsources" too if you're really good.)

    Also try working with a limited number of colors, I suggest 15 or 16 per sprite. It's good practice and that's what most old consoles such as the Genesis and Super NES had to work with.
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