411570N3 wrote:
It appears to be very well shaded, but it would benefit from a few seams. Otherwise it's very good...
Also, never jpg your sprites...
It was probably his image uploading service that did the jpeging.
Anyways, yes that looks great, but only for something that will be staying upright, like a terrain object or pinned object. Which it is not.
A shoulder is going to rotate a lot, and when it rotates, that sprite that includes the shading rotates, and the lighting will look all messed up.
You want to avoid distinct, static shading on objects that are dynamic.
Alone, maybe the light source could be moving with it, aligned, but with everything else out there, it's clearly not. So in CC, for anything that will rotate much, it's best to avoid such distinct shading. And a lot of things in CC rotate a lot. Including body parts. See: my current avatar, and dropship gibs.
A central light source from the angle of the viewing perspective is good for anything that will be spinning like crazy, and for anything that will generally be upright, a somewhat more upward and maybe even leftward light source would be good (as this seems to be the general way prom does it, and for obvious reasons, matching his style is best.) On anything static, any light source would be fine, but for the sake of consistency and context, I would recommend a similar angle for the light source to the dynamic objects for anything associated with them.
It's no big deal, it's really a rather petty detail, but it's always been a mistake I've seen people make and have wanted to explain.
tl;dr: Your shading is too distinct for an object that will be rotating as much as a shoulder. But absolutely great for something with a fixed light source from that angle. For this sprite you want an apparent light source that's only somewhat upward and leftward, while mostly 'backwards'; in the direction of the viewer's perspective on the z axis.
Don't worry about it, but do consider it.
I understand this far better than I can explain it, and better than I practice it.