>>4606889(bleh, looking at my sprite now there's actually quite a few issues especially with tying in those greens and reds but whatever, moving on)
(2/2)
Think about your light source and use it to your advantage to block in big shadow shapes this will help your sprite feel like it has more volume and look less flat. Don't be afraid to be a bit bolt with your colours. If you're working with the colour red don't be afraid to shade your shafows in a subdued green, or deader purple, for example.
Because I rushed my dog redo s-rite I actually made several wrong choices. See how I sdded those harsh bits of fur on the belly or big sploches of lighter fur on the ear? This is unecessary texture that clutters my sprite. Be careful where and when to add this as it instantly draws your eye on a flatter sprite, or does the exact opposite for a busier one. Areas of interest, like the face or a weapon will contrast the rest of your design.
Think about why you're creating the sprite you're ceeating and what its purpose is.
>>4603717 For example had a well-defined idea behind their work, and knew the vibe they were going for. See how he uses a lot of tecture on the clothes but leaves the face with a big light shape from the front? This creates hierarchy in the composition, allowing you to move from the horse's face, to the cup snd then the tablet.
>>4603569 What is the purpose of OP's dog? Yes, it's a cute dog wagging its tail, but my eye doesn't know where to look, the handling of the entire dog is the same, there are no shapes to guide my eye or light to tell me in what sort of space this dog exists. Don't be afraid of hard contrasts. Because of the small size they are your friend, amd will instantly give your viewer more information about what you're trying to convey.