>>3713573Technical things to look at:
Hard and soft edges. Soft edges imply roundness, hard edges imply creases/points/folds, important to show form. I am still working on this.
Utilizing full range of values is important. Drawing in greyscale and then colorizing helps (note that there will be some loss of information in the process). Reference helps.
Hue variation. Your shadows and highlights should generally shift the hue away from the base tone. Pixel artists explain this really well when talking about color ramps, that's a good thing to look up. You can unite the color palette with this by adding purplish shadows to most of the parts of the drawing for example
Varying the line thickness so that they're thinner where the light will hit helps them blend in I think (you can also move away from them completely)
Modeseven's tutorials are good, give looking through them a shot