@RocketKnight Nice! You've been doing lots of edits for your other project so you have a good idea of how much work is involved for this, so I can just be excited about seeing a brand new original tileset come together instead of worried about you getting burned out.
You're having troubles with light sources again. On the dome you've got at least five light sources, one for each post and two on the top, but none of those light sources are interacting with each other. It's also going to look odd if you put it together with any tile or character lit by a single lightsource. It would be much easier to pick one light source and stick with it for the entire project, doing multiple is difficult, especially if you're not solid on how to do one. The brazier could use more shading, especially on the bars. Everything is colored independently of a light, making it look flat, uniform, and boring. Doing it that way also makes it much easier to accidentally fall into bad pixeling habits, like keeping your highlights right next to the outline pixel for pixel. Since you've been having light source troubles fairly consistently, it will probably take less time and get you better results if you take a step away from your tileset for a bit and do a study specifically of lighting. Any tutorial on lighting will help, it doesn't need to be a pixel art tutorial and would probably work better if it wasn't related to pixels at all. If you don't fix the underlying problem the effect of it in your end results will come up over and over and that would get annoying and time consuming to keep having to fix instead of doing it right the first time.
You've got quite the mismatch of coloring styles between the two pieces. The dome has strong contrast and strong hue shifting, making the whole thing look shiny and in bright light. The very purple shadows could either be a style choice or an indication of lots of yellow light, depending on how it shows up in context. On the other hand the brazier has low contrast any hue shift in the ramps is minimal and not purposeful. It looks like a straight ramp visually. This type of coloring is better for cloudy dull days, where there's no direct light at all and it's supposed to look depressing and uninteresting. Most of the time a straight ramp is to be avoided.
You've also got a mismatch in perspective, the dome is seen from higher above than the brazier, but most people don't notice or care about that sort of thing, and I've seen that level of mismatch in AAA games all the time, so I guess it's not a big deal. If you'd like to fix it, round out the brazier's shape vertically a bit more. You should at least tweak it so that it matches itself. I'm guessing the flat bottom is to get it to fit inside the tile or something, but it's not working.
The architecture on the dome is nice and strong, and it's fun to see such a large architectural element that's meant to be tile based. It makes me really excited to see your first mockup. You've also done some fun things with the shading on the dome, I like the little shadow details that give it some texture. I look forward to more!
You're having troubles with light sources again. On the dome you've got at least five light sources, one for each post and two on the top, but none of those light sources are interacting with each other. It's also going to look odd if you put it together with any tile or character lit by a single lightsource. It would be much easier to pick one light source and stick with it for the entire project, doing multiple is difficult, especially if you're not solid on how to do one. The brazier could use more shading, especially on the bars. Everything is colored independently of a light, making it look flat, uniform, and boring. Doing it that way also makes it much easier to accidentally fall into bad pixeling habits, like keeping your highlights right next to the outline pixel for pixel. Since you've been having light source troubles fairly consistently, it will probably take less time and get you better results if you take a step away from your tileset for a bit and do a study specifically of lighting. Any tutorial on lighting will help, it doesn't need to be a pixel art tutorial and would probably work better if it wasn't related to pixels at all. If you don't fix the underlying problem the effect of it in your end results will come up over and over and that would get annoying and time consuming to keep having to fix instead of doing it right the first time.
You've got quite the mismatch of coloring styles between the two pieces. The dome has strong contrast and strong hue shifting, making the whole thing look shiny and in bright light. The very purple shadows could either be a style choice or an indication of lots of yellow light, depending on how it shows up in context. On the other hand the brazier has low contrast any hue shift in the ramps is minimal and not purposeful. It looks like a straight ramp visually. This type of coloring is better for cloudy dull days, where there's no direct light at all and it's supposed to look depressing and uninteresting. Most of the time a straight ramp is to be avoided.
You've also got a mismatch in perspective, the dome is seen from higher above than the brazier, but most people don't notice or care about that sort of thing, and I've seen that level of mismatch in AAA games all the time, so I guess it's not a big deal. If you'd like to fix it, round out the brazier's shape vertically a bit more. You should at least tweak it so that it matches itself. I'm guessing the flat bottom is to get it to fit inside the tile or something, but it's not working.
The architecture on the dome is nice and strong, and it's fun to see such a large architectural element that's meant to be tile based. It makes me really excited to see your first mockup. You've also done some fun things with the shading on the dome, I like the little shadow details that give it some texture. I look forward to more!



















