I'm glad. People's reactions are so hit and miss and I was being unusually "EVERYTHING IS WRONG!" for me, in my own opinion. Especially since you had created a very pleasant base. Most of what I was saying was meant as an in general sort of thing, a way to help you get better on your own as you thought about things and came to your own conclusions about them. It can. But it's more than that. Using a white background shifts your perceptions, and you'll end up with a different image than one you would have made using a different background. In general when using white as a background it tends towards a washed out palette, and a drawing that only looks good on white. This can happen even if you pick colors from something that's working, because you can use those same colors in different proportions to make something a completely different color. To determine what isn't working you'll have to change the background and just see for yourself what is and isn't working. White backgrounds also make it a little harder to give a fair critique of whether or not you've got a good sprite. Well, that's a bit tricky. Sprites should only have the important details. When I was first making bases I did the all out details and made it as perfect as I could, but the more I've made sprite bases, the more I've realized that most of the information I was jamming in there was not only useless, but getting in the way. My latest sprite is a super simple pudgy soft doll looking thing and it's the most effective as a sprite base out of everything I've ever made. I feel a bit like I'm cheating my way out of work, I'll be honest, but because I've changed priorities when working on it, it's doing it's real job better. That's so much more important, especially since I'm not making my artwork just for myself. This is why I was focusing on asking what details were important to you and why. If the game is going to have a nude beach, for example, having a really detailed sprite with genitalia details might be important. But if the game never has anyone in less than full winter gear then that's not important at all. Basically, the details are the focus, telling the viewer what's important. Your sprite has huge eyes, this means that the eyes are extremely important. Maybe you want to be able to show a lot of expression with just the way the eyes move, maybe eye color is a big deal in your game, maybe you want everyone to look soulful, but you've chosen to have the eyes as one of the most important things there and without reducing the details for them (in this case by shrinking them) there's no getting out of that. This base would be awful on a game more focused on the body, like if you had a FF5 job class system, or wanted to do a more western RPG where the focus was way less on characters. Being aware of that will help you make better decisions on what details to keep or add and which don't matter or would get in the way. Functionally this means the same thing, unless I'm not understanding your point. I mean, you did say perfect practice makes perfect earlier. It doesn't matter if there's a real game, if you practice like it's going to be in one you'll have better practice at making real sprites. I'm not sure I understand what you want. I think doing the full sheet would be better for practicing a sprite. Doing a front view is very different than doing a full sprite, and you'd be surprised at how things you thought made sense suddenly seem wrong when you try to get them moving or do the full turn around. No, but it is a very roundabout way to try and get you to figure out on your own that you messed up the perspective. Now that I'm less cranky I don't feel so bad about being direct. It's a very common error, but the sprite you made is in full front view. Your sprite needs to have the "camera" of our vision placed way higher. If this were 3D the camera angle would be roughly 60 degrees. You're welcome. I'm just one very noisy person though, so do the amount that suits you and what you're doing. As long as you're listening and making those decisions purposefully, I don't mind being disagreed with.