Hello everyone, thanks to a suggestion by plebeo, I put together this little tutorial on how I did my "Adelaide" sprite.
I don't use anything fancy to create my sprites.Ã, Everything I do is made in Microsoft Paint.
For this character, I just started drawing with colours I thought suited the character.Ã, The proportions are way off, but you have to have a starting point.Ã, This is my first attempt:

Once I had the basic idea (far left), I moved a few pixels around to make her look more realistic.Ã, I made her arms straighter and her chest higher, for example.Ã, I also added some basic shading.Ã, For this, I used 3 similar shades of brown: one light, one medium, and one dark.
I tried to imagine the light source coming from the upper right, and used the light brown colour to "highlight" where the light would hit.Ã, This was mostly guesswork (I fix it later on), but you can see highlights on the chest and right sides of the legs.Ã,Â
The shadows are in the areas opposite the highlights, where something would cast a shadow.Ã, These appear mostly under the chest and on the left side of the legs.Ã, You can see I also did a bit of shading on the hat and arms (2 shades of blue).
In the third image, I added her long hair and a few other props, like the scarf and the strap from her quiver.Ã, I also added some boots.Ã, Some people find shoes difficult to draw, but just remember that if someone is facing you, their feet aren't pointing straight towards you or to one side.Ã, They rest naturally at a 45 degree angle, with the heels closer together.Ã, A mirror is a really valuable tool as you're drawing.

From the front view of my character I constructed this side view.Ã, The red lines show how I lined up important body features, i.e. the soles of the feet, the knees, the bottom of the waist, the neck, and the top of the head.Ã, You may notice that the eyes and ears don't match up exactly, but I liked them the way they were.Ã, It's not really too noticeable, right?Ã,Â
The other pictures show little tweaks to the sprite.Ã, I made her feet bigger, gave her a rounder behind, added her quiver, and added her scarf and long hair.Ã, I did the highlights and shadows the same way as before, with the light source at the upper right.

The back view was made by painting over the front view.Ã, I just used the hair colour over her face and changed the shadows on her pelvis to look like a back view.Ã, I had trouble with the shadows and highlights on this view, so I did a lot of experimenting and finally got something I was satisfied with.Ã, I added the same props as before, and changed her feet to look like they were pointing away.Ã, The shading on her hair is minimal at this point, just some darker yellow wavy lines.

So now I had a decent sprite, one I had worked quite a few hours on, and no idea what to do next.Ã, One problem I noticed was that the colours were too bright (too saturated), and that her face had no expression.Ã, Plus, the colour of her skin made it blend into her hair.Ã, I also didn't like the look of the scarf, or the bright yellow hair.
I tried to make a decent face by using several shades of the skin colour, but as you can see the results ranged from mediocre to downright ugly.Ã, :PÃ, Frustrated, I gave up on the sprite for a while and worked on other parts of my game.
A week or two ago I decided I'd take another swing at this character, saving along the way so I wouldn't be "scared" of making it worse.Ã, Pixel art is all about making mistakes.Ã, One of the first things I did was change the colour of her sleeves, since the only reason I'd made them blue was to make it easier to animate.Ã, I thought that you'd be able to see them swinging better in the walkcycle, but eventually I realized good ol' shading will accomplish that just fine.Ã, I also darkened the pants, and got rid of that pesky scarf.Ã, The result was this:

You may notice the shading is a lot different.Ã, This is because not all rooms have a light source at the upper left.Ã, It's a lot easier to pretend the light source is right overhead, not to mention more versatile.Ã, Thus, the highlights on her torso became blobs on her upper chest and stomach, and as lines on the outsides of her arms.Ã, On her pants they are patches on her thighs and lower legs.Ã, The shadows wentÃ, inside her arms, and under her chest, knees, and the edge of her shirt.
The face problem was solved by using pinker tones, and not being afraid to use one very dark colour to do the shadows.Ã, In all there are 4 shades of pink for her skin.
At this point I knew I had done as much as I could on my own.Ã, I offered it up for comments and critiques in the Critic's Lounge, and you can read the thread here.Ã, Thanks to many helpful observations and paintovers, "Adelaide" was finally done:

Hopefully you found this tutorial helpful, and don't be afraid to PM me with any questions or comments.
Cheers!
~*~The Ivy~*~
I don't use anything fancy to create my sprites.Ã, Everything I do is made in Microsoft Paint.
For this character, I just started drawing with colours I thought suited the character.Ã, The proportions are way off, but you have to have a starting point.Ã, This is my first attempt:
Once I had the basic idea (far left), I moved a few pixels around to make her look more realistic.Ã, I made her arms straighter and her chest higher, for example.Ã, I also added some basic shading.Ã, For this, I used 3 similar shades of brown: one light, one medium, and one dark.
I tried to imagine the light source coming from the upper right, and used the light brown colour to "highlight" where the light would hit.Ã, This was mostly guesswork (I fix it later on), but you can see highlights on the chest and right sides of the legs.Ã,Â
The shadows are in the areas opposite the highlights, where something would cast a shadow.Ã, These appear mostly under the chest and on the left side of the legs.Ã, You can see I also did a bit of shading on the hat and arms (2 shades of blue).
In the third image, I added her long hair and a few other props, like the scarf and the strap from her quiver.Ã, I also added some boots.Ã, Some people find shoes difficult to draw, but just remember that if someone is facing you, their feet aren't pointing straight towards you or to one side.Ã, They rest naturally at a 45 degree angle, with the heels closer together.Ã, A mirror is a really valuable tool as you're drawing.
From the front view of my character I constructed this side view.Ã, The red lines show how I lined up important body features, i.e. the soles of the feet, the knees, the bottom of the waist, the neck, and the top of the head.Ã, You may notice that the eyes and ears don't match up exactly, but I liked them the way they were.Ã, It's not really too noticeable, right?Ã,Â

The other pictures show little tweaks to the sprite.Ã, I made her feet bigger, gave her a rounder behind, added her quiver, and added her scarf and long hair.Ã, I did the highlights and shadows the same way as before, with the light source at the upper right.
The back view was made by painting over the front view.Ã, I just used the hair colour over her face and changed the shadows on her pelvis to look like a back view.Ã, I had trouble with the shadows and highlights on this view, so I did a lot of experimenting and finally got something I was satisfied with.Ã, I added the same props as before, and changed her feet to look like they were pointing away.Ã, The shading on her hair is minimal at this point, just some darker yellow wavy lines.
So now I had a decent sprite, one I had worked quite a few hours on, and no idea what to do next.Ã, One problem I noticed was that the colours were too bright (too saturated), and that her face had no expression.Ã, Plus, the colour of her skin made it blend into her hair.Ã, I also didn't like the look of the scarf, or the bright yellow hair.
I tried to make a decent face by using several shades of the skin colour, but as you can see the results ranged from mediocre to downright ugly.Ã, :PÃ, Frustrated, I gave up on the sprite for a while and worked on other parts of my game.
A week or two ago I decided I'd take another swing at this character, saving along the way so I wouldn't be "scared" of making it worse.Ã, Pixel art is all about making mistakes.Ã, One of the first things I did was change the colour of her sleeves, since the only reason I'd made them blue was to make it easier to animate.Ã, I thought that you'd be able to see them swinging better in the walkcycle, but eventually I realized good ol' shading will accomplish that just fine.Ã, I also darkened the pants, and got rid of that pesky scarf.Ã, The result was this:
You may notice the shading is a lot different.Ã, This is because not all rooms have a light source at the upper left.Ã, It's a lot easier to pretend the light source is right overhead, not to mention more versatile.Ã, Thus, the highlights on her torso became blobs on her upper chest and stomach, and as lines on the outsides of her arms.Ã, On her pants they are patches on her thighs and lower legs.Ã, The shadows wentÃ, inside her arms, and under her chest, knees, and the edge of her shirt.
The face problem was solved by using pinker tones, and not being afraid to use one very dark colour to do the shadows.Ã, In all there are 4 shades of pink for her skin.
At this point I knew I had done as much as I could on my own.Ã, I offered it up for comments and critiques in the Critic's Lounge, and you can read the thread here.Ã, Thanks to many helpful observations and paintovers, "Adelaide" was finally done:
Hopefully you found this tutorial helpful, and don't be afraid to PM me with any questions or comments.
Cheers!
~*~The Ivy~*~