Do not use those silly tools.

It is difficult to teach this; you'll just have to get a bit of a feeling for what looks right. They're very narrow but simple and smaller than the body, making them prime candidates for drawing them pixel by pixel. When making straight lines, each segment at first glance appears to need to be equally long, which would severely limit your possibilities of angles for these straight lines, but it is not so; they can also have some segments one pixel longer than the others such that they appear in a regular pattern. Spriter applications are closed now, but I'm still willing to accept animators! Shadows, on the other hand, are split into shadows that are shadows because of the shape of the surface, and shadows that are shadows because something When you have flat surfaces, the shading is usually pretty straightforward: unless the surface is large enough and the light source close enough for the distance to the light source to start to matter (which does not happen in Pokémon sprites, since they're presumed to be illuminated by the sun), each surface simply has one shade, proportional to the angle at which the light hits the surface:Here it is clear that the light source is in the top left, closer to the top. In my case, it's mainly the right (our left) arm, but I'm also erasing a pixel from the tail end that looked odd.Anyway, when you've drawn those in, it's time to recolor. as well as some sprite resources. In an S-shape, as we can see on the image on the left, the curve is meant to go smoothly from vertical to more horizontal to more vertical again as it proceeds downwards, but in the image on the right, it goes from being more horizontal to being more vertical to being more horizontal again and then more vertical again; this makes it seem wobbly and not like a smooth curve with a gradually but steadily changing slope.
This may sound complicated, but it isn't. Sprites from non-approved users will be deleted.

Edit. On the white background, they look fine - but Pokémon sprites are no longer exclusively on white backgrounds, so this will have to be remedied.Now, as it happens this particular sprite has pretty good shading in its original form. Conveniently, that's also where I got the red in the mouth from.Note that when I revamp, I often alter the Pokémon's actual shape to conform better to its modern-day design; there is no requirement that you do this, if you prefer how the design looks in the older sprite or just don't think you could do it well.And it's finished. A lot of the time, however, you're going to be revamping sprites whose shading is very lacking or almost nonexistent, especially because most G/S/C sprites used their palette's two colors to produce two different hues, leaving no extra colors to create shading with. Subcategories. Usually these parts will be quite small; if they aren't, I suggest you change your plans for the splice until you're a bit more experienced. This category contains all the sprites from the Generation III Pokémon games. In a Pokémon-spriting situation, we would have to choose precisely how to represent this gradient on the sprite. In addition to that, I decided to turn this into a project similar to the DS-style sprite project I worked on a few years back, albeit this time will be run a bit differently due to using Dropbox (so I don't have to post each and any individual links). Scratch spriting and pixel-overing, whether you believe it or not, are an art form where the difficulty of creating one depends much more on the size of the sprite than on anything else. You might feel inclined to use shine pretty much to accentuate all the highlights on your sprite, but it will look ridiculous if the shine isn't applied in a way that makes sense.The shinier an object is, however, you might consider making the reflected light in the shadows start to count. As you can see, that was Now I'll take a good look at it and make sure there is nothing else I want to add on it or anything I want to move around or anything, and once I've decided I'm satisfied, I'll merge my layers and finish the detail in the pincers.Now, Scorplack is black, so I'm making a dark blueish gray color for it.

Because the computer is not a brain. I'll start with the ones on its right side (our left), since they won't be overlapping the body:Here I actually committed the sin of making all the legs the same, but it doesn't really matter in this case - we're dealing with a set of identical, narrow legs that probably wouldn't be different enough to make a whole pixel's worth of difference.