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5x · Animals and creatures
Skills
- Take any Aseprite request end to end
- Plan a sprite before drawing it
- Design it first — concept sheet and storyboard
- Create a sprite document
- Choose, build and repair a palette
- Draw a sprite
- Shade a sprite
- Rig a character for animation
- Animate a cycle
- Build a tileset
- Review a sprite before calling it done
- Fix or iterate on existing art
- Export game-ready assets
- Submit a finished sprite to the community gallery
Rule
rules://34-hands-and-feet Hands and feet
At 32 px a hand is a dozen pixels and a boot a dozen more, yet they decide whether
a figure grips, points, stands or floats. Without a size ladder an agent draws
five-pixel fingers on a 16 px sprite (noise) or a featureless blob that gestures
nothing (mush); without a foot rule the sprite hovers, skates or changes shoe
size between frames. This file is the ladder: what a hand and a foot are at each
size, in each view, with the pose templates to copy. Proportions are
rules://30-proportions-by-size; the walk itself is rules://42-walk-and-run.
Rules
#Hands
- Size by figure height; never enlarge a hand to "make it read". Skin bounding box (inside the outline, front view, fist × open hand): 8 px figure → 1×1; 16 px → 3×3 × 4×4; 32 px → 5×4 × 5×6; 48 px → 7×6 × 7×8; 64 px → 9×8 × 11×13 (the open hand's thumb adds 4 px of width). A relaxed hand hanging at the side is one step smaller: 2×2 at 16 px, 4×4 at 32 px. Basis: hand ≈ ¾ of head height (Loomis, derived) and measured sprites (the gallery in Pixel Logic runs 3–9 px). Blair's 3×3 palm "at 16 px" is a close-up cartoon scale. A hand more than 1 px larger than these numbers in either direction is a style choice (heavy, cute), never an accident.
- Mitten first, fingers last. Block a palm mass, add the thumb as a separate bump, then split the finger mass. Below 5 px there are no fingers: a mitten and at most one thumb pixel. Draw the pose, not the anatomy.
- Fingers arrive in a fixed order: one notch splitting the index off at
32 px; three fingers + thumb at 48 px; four fingers at 64 px. Never four equal
parallel fingers: middle longest, little shortest, ring ≈ index. Three fingers
- thumb is a legitimate stylisation at any size.
- Separate fingers with value, not black. Under about 6 px wide, a finger gap is one skin-shadow pixel or a notch in the silhouette. A dark line between 1 px fingers reads as a barcode and eats the hand's only light.
- The thumb points a different way from the fingers. Show it when the hand holds, points or pinches; omit it on a relaxed hand at ≤ 16 px. Its base is a fleshy lump, so give it one pixel of light, not an outline stub.
- At 16 px one corner pixel is the gesture. A rounded fist whose bounding
corner is filled turns: none = delicate fist; top-left = points at the face;
bottom-left = hand dips or points down; top-right = beckon or uppercut out;
bottom-right = reads as an elbow; three corners = heavy "hamfist"; all four =
punch straight at the viewer (Tsu). A flat edge facing in, up or down turns a
ball into a slap or a tray; a flat face turned outward looks wrong unless it
is armour. See
hands-16-corners. - A cuff separates hand from sleeve. One lighter or darker band at the wrist (Blair). At ≤ 16 px the sleeve's end is the edge of the hand: sleeves can stand in for hands entirely.
- Hands get the highest contrast on the limb in fast motion (Saint11): skin or glove against a dark sleeve, or the reverse, so the eye can follow them through a swing. Never let hand and sleeve share a value.
- A grip is the hand fused to the handle. Draw the fist; let the handle
show 1 px beyond it on each end (guard above, pommel below); one dark line
or shade step between skin and wood; the weapon crosses the hand and leaves
the silhouette on a different axis than the forearm (BJG's trainer poses).
Hold the object's offset from the fist constant while the body is steady
(
rules://45-secondary-motion, rule 10). Object shapes:rules://73-props-and-items. - Handedness is a design decision.
transformopflipswaps hands: move the thumb to the correct side, re-draw anything asymmetric, and keep the weapon in the same hand in every direction, which makes 8 directions 8 unique drawings, not 5 plus mirrors (Slynyrd PB55). Flip a finished hand for the other arm and then fix it; hands are the most expensive part to draw twice (Tuts+). - An arm in front of the torso keeps its outline (Saint11). Where hand
meets body, leave a 1 px gap or a clear value step; a hand tangent to the
torso outline fuses into it (
rules://03-silhouette-and-form). - Build six hands per character at its sprite size and reuse them: relaxed, fist, open, point, grip, reach or wave. Every other pose is a rotation or flip of these (Blair). A hand redrawn slightly differently each frame flickers.
- Personality lives in the hand; change one parameter, not all. Weight: hand 1–2 px
wider than the ladder, flat-edged (Solarski). Cute: small triangular limbs with stubby
3-finger hands (Saint11). Monsters: one exaggerated feature, a claw or a giant palm,
instead of five normal fingers (Bancroft;
rules://54-monster-design).
Feet
- Feet plant the figure. The lowest foot pixel sits on the same row in every frame; both feet share that row unless one is lifted (Pixnote). A foot that is 3 px tall moves in thirds of its height, so lift it a whole pixel or not at all (Silber).
- Side-view foot length ≈ head height (Loomis, cross-checked: Muybridge's 32 px feet are 4–5 px long). Inside the outline: 8 px figure → 1–2 px; 16 px → 3–4 px; 32 px → 5–6 px; 48 px → 8–10 px. Heavy or armoured characters get a flatter, wider wedge; a goofy character a bigger one (Blair).
- A boot is shaft + foot + one sole line. 16 px: 2 px shaft, 3–4 px foot, the bottom outline row is the sole. 32 px: add a toe-cap highlight and a darker heel pixel. 48 px: cuff band, toe cap, heel block and a sole band one step darker than the boot.
- Divide boot from trouser by colour, not outline (Tsu). Keep black where the shapes need separating (the sole, between the legs). The bottom outline row may be dropped when the ground contrasts: the eye bridges the gap and the row goes to detail.
- Four foot poses carry a walk (Muybridge; frame tables in
rules://42-walk-and-run): heel strike (heel down, toe up: a 2 px wedge at 32 px), flat (sole on the ground line), toe-off (heel up, toes on the ground), swing (foot off the ground, toe low). A run lands on the ball or flat foot under the body, never heel first. - View changes the shape. Front: feet splay a little outward and the boot is
the widest part of the leg. Back: heel and sole line only, no toe cap. Top-down:
toes toward the viewer with a lighter cap, legs foreshortened to 2–3 px
behind the foot (
rules://47-top-down-animation). 3/4 is inrules://37-views-and-directions. - Toes are not drawn below 48 px. At 32 px a bare foot gets at most three bumps along the bottom edge; the big toe separates only at 48 px and up (Tsu: toenails and gaps become blobs).
- Heels change everything. A heel adds about 4 px of height and tilts the foot wedge down toward the toe; flat shoes add 1 px (Slynyrd PB52). Say which one the character wears before drawing the leg.
- Paws, hooves and talons are in
rules://50-quadrupedsandrules://54-monster-design.
By size
#| Figure | Hand (inside outline) | What is drawn | Foot / boot (inside outline) |
|---|---|---|---|
| 8 px | 1 px | one skin pixel at the sleeve end; a weapon pixel simply overlaps it | 1 px per foot; side view 2 px |
| 16 px | fist 3×3, open 4×4, relaxed 2×2 (1 px if the arm is 1 px wide and unoutlined) | mitten; thumb nub only when holding or pointing; one corner pixel for the gesture | 3–4 px long × 2 tall, shaft 2 px |
| 32 px | fist 5×4, open 5×6, relaxed 4×4 | one finger notch, thumb wedge, shadow on the lower edge; grips read through the handle | 5–6 px × 3 tall, shaft 3 px, toe-cap light |
| 48 px | fist 7×6, open 7×8 | curl line on a fist, open = 3 fingers + thumb, gaps in skin-shadow | 8–10 px × 5 tall, cuff, sole band, heel block |
| 64 px | fist 9×8, open 11×13 | four fingers, thumb apart, finger gaps in skin-shadow, palm shade on the lower and right edges; knuckle wrinkles only if the light needs them (hands-64-front) |
12–14 px × 7 tall, laces or buckles allowed |
Detail budget: a hand is at most 2 light-ramp steps below 32 px, 3 at 48 px. A
highlight on a hand that is not on the fingertips or the knuckle row is noise
(rules://14-readability-and-scale).
Templates
#All hand sheets show a hand with a forearm stub in sleeve colours. Front =
the character faces the viewer, or the palm/back of the hand does. Side = the
character faces right, near hand. Cells are separated by one blank column; to draw
one cell, copy its columns [i × stride, i × stride + width) into draw op grid
and map the roles onto the sprite's own palette. Light is from the upper left.
8 px. Four 5-px cells (stride 6): arm hanging, sword grip (blade above, grip pixel below the skin pixel), arm raised, arm pointing. The hand is the only skin pixel.
hands-8-arms · 23×4Lskin-lightCsleeve-midMblade-lightWgrip-mid
Grid source
L = skin-light #f2b48a
C = sleeve-mid #4f77b0
M = blade-light #d9e1ea
W = grip-mid #a0663a
---
..C......M....L........
..C......M....C....CCLL
..L....CCL...C.........
.........W...C.........16 px, front. Cells 7 × 7 (stride 8): relaxed, open palm, fist, sword grip, point, wave. Use for characters facing the viewer or gestures toward the camera.
hands-16-front · 47×7OoutlineLskin-lightDskin-shadowCsleeve-midcsleeve-shadowMblade-lightmblade-shadeWgrip-midwgrip-shadowYguard-gold
Grid source
O = outline #2b1d2e
L = skin-light #f2b48a
D = skin-shadow #c47a5a
C = sleeve-mid #4f77b0
c = sleeve-shadow #36568a
M = blade-light #d9e1ea
m = blade-shade #8d9bb0
W = grip-mid #a0663a
w = grip-shadow #6c4228
Y = guard-gold #e2b94c
---
.OCCO.....OOO.....OOO.....OMmO.....O......O.O..
.OCCO....OLLLO...OLLLO....OMmO....OLO....OLOLO.
.OccO....OLLLO...OLLDO...OYYYYO...OLO....OLLLO.
.OLLO...OLLLLO...OLDDO...OLLLLO..OLLLO..OLLLLO.
.OLDO....OOLDO....OCCO...OLDDLO..OLLDO...OOLDO.
..OO......OCCO....OccO....OWwO....OCCO....OCCO.
..........OccO............OOOO....OccO....OccO.16 px, side. Cells 9 × 7 (stride 10): relaxed, reaching open hand (thumb up), punching fist, sword grip, point, raised hand. The grip cell is the weapon pose for side-on sprites.
hands-16-side · 59×7OoutlineLskin-lightDskin-shadowCsleeve-midcsleeve-shadowMblade-lightmblade-shadeWgrip-midwgrip-shadowYguard-gold
Grid source
O = outline #2b1d2e
L = skin-light #f2b48a
D = skin-shadow #c47a5a
C = sleeve-mid #4f77b0
c = sleeve-shadow #36568a
M = blade-light #d9e1ea
m = blade-shade #8d9bb0
W = grip-mid #a0663a
w = grip-shadow #6c4228
Y = guard-gold #e2b94c
---
.OCCO.........OOO....OOOOOO.......Mm.....OOOOOOOO....OO....
.OCCO......OOOOLOO..OCCCCLLO......Mm....OCCCLLLLO...OLLO...
.OccO.....OCCCLLLLO.OccccLDO......Mm....OcccLDOO....OLLLO..
.OLLO.....OcccLDDDO..OOOOOO...OOOYYYY....OOOOO......OLLO...
.OLLLO.....OOOOOOO............CCCCLLO...............OCCO...
..OOO.........................ccccLDO...............OccO...
..............................OOOOWwO...............OCCO...16 px fist corners. Six 6 × 6 cells (stride 7): none, top-left, bottom-left, top-right, bottom-right, three corners. Rule 6 says what each one means.
hands-16-corners · 41×6OoutlineLskin-lightDskin-shadow
Grid source
O = outline #2b1d2e
L = skin-light #f2b48a
D = skin-shadow #c47a5a
---
..OO....OOO.....OO.....OOO....OO....OOOO.
.OLLO..OLLLO...OLLO...OLLLO..OLLO..OLLLLO
OLLLLO.OLLLLO.OLLLLO.OLLLLO.OLLLLO.OLLLLO
OLLLDO.OLLLDO.OLLLDO.OLLLDO.OLLLDO.OLLLDO
.ODDO...ODDO..OLDDO...ODDO...ODDDO.OLDDO.
..OO.....OO....OOO.....OO.....OOO...OOO..32 px, front. Cells 13 × 10 (stride 14): relaxed, open (finger notch + thumb), fist, sword grip, point, wave (the open hand sheared; alternate it with its mirror for a 2-frame wave).
hands-32-front · 83×10OoutlineLskin-lightDskin-shadowCsleeve-midcsleeve-shadowMblade-lightmblade-shadeWgrip-midwgrip-shadowYguard-gold
Grid source
O = outline #2b1d2e
L = skin-light #f2b48a
D = skin-shadow #c47a5a
C = sleeve-mid #4f77b0
c = sleeve-shadow #36568a
M = blade-light #d9e1ea
m = blade-shade #8d9bb0
W = grip-mid #a0663a
w = grip-shadow #6c4228
Y = guard-gold #e2b94c
---
...OCCCO.........O.OO..........OOOO..........OMmO...........O.................O.OO.
...OCCCO........OLOLLO........OLLLLO.........OMmO..........OLO...............OLOLLO
...OcccO........OLDLLO........OLLLDO.........OMmO..........OLO..............OLDLLO.
..OLLLLO........OLLLLO.......OLLLDDO.......OYYYYYYO.......OOLLLO............OLLLLO.
..OLLLDO.......OLLLLLO........OLDDDO........OLLLLO........OLLLDO..........OLLLLLO..
..OLLDDO.......OLLLLDO.........OCCCO........OLLDDO........OLLDDO..........OLLLLDO..
...OLDDO........OOLLDO.........OCCcO........OLDDDO.........OLDDO..........OOLLDO...
....OOO..........OCCCO.........OcccO.........OWwO..........OCCCO..........OCCCO....
.................OCCcO.......................OWwO..........OCCcO..........OCCcO....
.................OcccO.......................OOOO..........OcccO..........OcccO....32 px, side. Cells 14 × 12 (stride 15): relaxed, open reach, punching fist, sword grip (guard, blade, pommel), point, raised hand.
hands-32-side · 89×12OoutlineLskin-lightDskin-shadowCsleeve-midcsleeve-shadowMblade-lightmblade-shadeWgrip-midwgrip-shadowYguard-gold
Grid source
O = outline #2b1d2e
L = skin-light #f2b48a
D = skin-shadow #c47a5a
C = sleeve-mid #4f77b0
c = sleeve-shadow #36568a
M = blade-light #d9e1ea
m = blade-shade #8d9bb0
W = grip-mid #a0663a
w = grip-shadow #6c4228
Y = guard-gold #e2b94c
---
..OCCCO........OOOOOO.OO......OOOOOOOOOO..............OO....OOOOOOOOOOOOOO....OO.........
..OCCCO........CCCCCCOLLOOO...CCCCCCLLLLO............OMmO...CCCCCCLLLLLLLO...OLLO........
..OcccO........CCCCCCLLLLLLO..CCCCCCLLLDO............OMmO...CCCCCCLLLDOOO....OLLLO.......
..OLLLO........ccccccLDDDDDO..ccccccLLDDO............OMmO...ccccccLDDDO......OLLLLO......
..OLLLLO.......OOOOOOOOOOOOO..OOOOOOOOOOO............OMmO...OOOOOOOOOOO......OLLLO.......
..OLLDDO..........................................OYYYYYYO...................OLLDO.......
...ODDO......................................OOOOOOLLLLLO....................OCCCO.......
....OO.......................................CCCCCCLLLDO.....................OCCcO.......
.............................................ccccccLDDDO.....................OcccO.......
.............................................OOOOOOOWwOO.................................
...................................................OWwO..................................
...................................................OOOO..................................48 px, front. Cells 16 × 13 (stride 17): relaxed, open (three fingers + thumb, gaps in shadow), fist (knuckle highlight, curl shadow), sword grip, point, wave.
hands-48-front · 101×13OoutlineLskin-lightDskin-shadowHskin-highlightCsleeve-midcsleeve-shadowMblade-lightmblade-shadeWgrip-midwgrip-shadowYguard-gold
Grid source
O = outline #2b1d2e
L = skin-light #f2b48a
D = skin-shadow #c47a5a
H = skin-highlight #fbd6b4
C = sleeve-mid #4f77b0
c = sleeve-shadow #36568a
M = blade-light #d9e1ea
m = blade-shade #8d9bb0
W = grip-mid #a0663a
w = grip-shadow #6c4228
Y = guard-gold #e2b94c
---
...OCCCCO..............O..............OOOOO............OMmO..............O......................O....
...OCCCCO............OOLOO...........OHHLLLO...........OMmO.............OLO...................OOLOO..
...OCCCcO...........OLDLDLO..........OHLLLLO...........OMmO.............OLO..................OLDLDLO.
...OccccO...........OLDLDLO..........OLLLLDO...........OMmO.............OLO..................OLDLDLO.
..OHLLLLO.........OLOLDLDLO.........OLLDDDDDO........OYYYYYYO..........OOLLO..............OLOLDLDLO..
.OLLLLLDO.........OLLLLLLLO.........OLLLDDDDO........OOOOOOOO.........OHLLLLO.............OLLLLLLLO..
.OLLLLDDO.........OLLLLLLDO..........OODDDDO..........OHLLLLO........OLLLLLLDO...........OLLLLLLDO...
..OLLDDDO..........OOLLLLDO..........OCCCCO..........OLLLLLDO........OLLLLLDDO............OOLLLLDO...
...OLDDDO...........OLLLDO...........OCCCcO..........OLLLDDDO.........OLLDDDDO............OLLLDO.....
....OOOO............OCCCCO...........OccccO...........OLDDDO...........OCCCCO.............OCCCCO.....
....................OCCCcO.............................OWwO............OCCCcO............OCCCcO......
....................OccccO.............................OWwO............OccccO............OccccO......
.......................................................OOOO..........................................48 px, side. Cells 17 × 14 (stride 18): relaxed, open reach with thumb band, punching fist, sword grip, point, raised hand.
hands-48-side · 107×14OoutlineLskin-lightDskin-shadowHskin-highlightCsleeve-midcsleeve-shadowMblade-lightmblade-shadeWgrip-midwgrip-shadowYguard-gold
Grid source
O = outline #2b1d2e
L = skin-light #f2b48a
D = skin-shadow #c47a5a
H = skin-highlight #fbd6b4
C = sleeve-mid #4f77b0
c = sleeve-shadow #36568a
M = blade-light #d9e1ea
m = blade-shade #8d9bb0
W = grip-mid #a0663a
w = grip-shadow #6c4228
Y = guard-gold #e2b94c
---
..OCCCCO..........OOOOOOOO.OOOO.....OOOOOOOOOOOOO...............OO......OOOOOOOOOOOOOOOOO.....OOO..........
..OCCCCO..........CCCCCCCCOLLLLOOO..CCCCCCCCHLLLLO.............OMmO.....CCCCCCCCHLLLLLLLO....OLLLOO........
..OCCCcO..........CCCCCCCCLDDDDLLO..CCCCCCCCLLLLLDO............OMmO.....CCCCCCCCLLLLLLOOO....OLLLLLO.......
..OccccO..........CCCCCCCCLLLLLLLO..CCCCCCCCLLLLDDO............OMmO.....CCCCCCCCLLLLDDO......OLLLLLLO......
..OHLLLO..........ccccccccLLLDDDDO..ccccccccLLDDDDO............OMmO.....ccccccccLLDDDDO......OLLLLLO.......
..OLLLLLO.........OOOOOOOOOOOOOOOO..OOOOOOOOOOOOOO.............OMmO.....OOOOOOOOOOOOOO.......OLLDLLLO......
..OLLLLDDO..................................................OYYYYYYYO........................OLLDDDO.......
..OLLLDDDO............................................OOOOOOOHLLLLLO.........................OOLLDO........
...OLDDDO.............................................CCCCCCCLLLLLDO..........................OCCCCO.......
....OOOO..............................................CCCCCCCLLLDDDO..........................OCCCcO.......
......................................................cccccccLLDDDO...........................OccccO.......
......................................................OOOOOOOOWwOOO........................................
.............................................................OWwO..........................................
.............................................................OOOO..........................................64 px, front. Cells 20 × 18 (stride 21): open (four fingers, thumb apart, gaps in skin-shadow), fist (three visible finger curls over a curl line, thumb across), sword grip (guard, fist over the handle, 2 px of handle and a pommel below). Palm shade sits on the lower and right edges; the only highlights are on fingertips and knuckles.
hands-64-front · 62×18OoutlineLskin-lightDskin-shadowHskin-highlightCsleeve-midcsleeve-shadowMblade-lightmblade-shadeWgrip-midwgrip-shadowYguard-gold
Grid source
O = outline #2b1d2e
L = skin-light #f2b48a
D = skin-shadow #c47a5a
H = skin-highlight #fbd6b4
C = sleeve-mid #4f77b0
c = sleeve-shadow #36568a
M = blade-light #d9e1ea
m = blade-shade #8d9bb0
W = grip-mid #a0663a
w = grip-shadow #6c4228
Y = guard-gold #e2b94c
---
.........OO.......................................OMMmO.......
........OHLOOO....................................OMMmO.......
......OOOLLDHLO...................................OMMmO.......
.....OHLDLLDLLO...................................OMMmO.......
.....OLLDLLDLLOOO...........OOOOOOO..........OOOOOOOOOOOOOOO..
.....OLLDLLDLLDHLO.........OHDLLDLLO.........OYYYYYYYYYYYYYO..
.....OLLDLLDLLDLLO........OHLDLLDLLDO..........OHLDLLDLLDO....
..OOOOLLDLLDLLDLLO........OLLDLLDLLDO..........OLLDLLDLLDO....
.OLLLOLLDLLDLLDLLO........OLLDLLDLLDO..........OLLDLLDLLDO....
.OLLLDLLLLLLLLLLLO........OLLDLLDLLDO..........OLLDLLDLLDO....
.OLLLLLLLLLLLLLLDO........ODDDDDLLLDO..........ODDDDDLLLDO....
..OLLLLLLLLLLLLDDO........OHLLLLLLLDO..........OHLLLLLLLDO....
...OLLLLLLLLLLLDDO........OLLLLLLLDDO..........OLLLLLLLDDO....
....OLLLLLLLLLDDO..........OLLLLLDDO............OLLLLLDDO.....
.....OCCCCCCCCCCO..........OCCCCCCCO.............OOOOOOO......
.....OCCCCCCCCCcO..........OCCCCCCcO..............OWWwO.......
.....OccccccccccO..........OcccccccO..............OWWwO.......
.....OccccccccccO..........OcccccccO..............OOOOO.......Feet, 8 px. Four 5-px cells (stride 6): front stand, side stand, contact, pass.
feet-8-poses · 23×4Bboot-midPtrouser-mid
Grid source
B = boot-mid #8a5a3a
P = trouser-mid #5a6a8a
---
.P.P....P.....P.....P..
.P.P....P....P.P....P..
.B.B....BB..B...B...P..
....................B..Feet, 16 px, side. Three 8-px cells (stride 9): stand, heel strike, toe-off.
feet-16-side · 26×5OoutlineBboot-midPtrouser-mid
Grid source
O = outline #2b1d2e
B = boot-mid #8a5a3a
P = trouser-mid #5a6a8a
---
.OPPO.....OPPO......OPPO..
.OPPO.....OBBO......OBBO..
.OBBO.....OBBBBO.....OBBBO
.OBBBBO...OBBBBBO.....OBBO
.OOOOOO...OOOOOO......OOOOFeet, 16 px, other views. Three 12-px cells (stride 13): front pair, back pair, top-down pair.
feet-16-views · 38×5OoutlineBboot-midbboot-shadowTboot-lightPtrouser-mid
Grid source
O = outline #2b1d2e
B = boot-mid #8a5a3a
b = boot-shadow #5c3a26
T = boot-light #b98458
P = trouser-mid #5a6a8a
---
.OPPO..OPPO...OPPO..OPPO...OOO...OOO..
.OPPO..OPPO...OPPO..OPPO..OTBBO.OTBBO.
.OBBO..OBBO...OBBO..OBBO..OTBBO.OTBBO.
OBBBO..OBBBO..ObbO..ObbO..OBBBO.OBBBO.
OOOOO..OOOOO..OOOO..OOOO...OOO...OOO..Feet, 32 px, side. Three 10-px cells (stride 11): stand (flat), heel strike (toe up,
2 px wedge), toe-off (heel up). Trouser in trouser colours, boot in boot.
feet-32-side · 32×9OoutlineBboot-midbboot-shadowTboot-lightPtrouser-midptrouser-shadow
Grid source
O = outline #2b1d2e
B = boot-mid #8a5a3a
b = boot-shadow #5c3a26
T = boot-light #b98458
P = trouser-mid #5a6a8a
p = trouser-shadow #3e4b68
---
.OPPPO......OPPPO.......OPPPO...
.OPPpO......OPPpO.......OPPpO...
.OpppO......OpppO.......OpppO...
.OBBBO......OBBBO.......OBBBO...
.OTBBO......OTBBBBO.....OTBBBO..
.OTBBBBO....OBBBBBBBO....OBBBBO.
.OBBBBBBO...OBBBBBBO.....ObBBBBO
.ObbBBBBO...ObbBBBO.......OBBBBO
.OOOOOOOO...OOOOOO.........OOOO.Feet, 32 px, other views. Three 14-px cells (stride 15): front pair (outward toes), back pair (heel + sole shade, no cap), top-down pair (toe caps toward the viewer).
feet-32-views · 44×8OoutlineBboot-midbboot-shadowTboot-lightPtrouser-midptrouser-shadow
Grid source
O = outline #2b1d2e
B = boot-mid #8a5a3a
b = boot-shadow #5c3a26
T = boot-light #b98458
P = trouser-mid #5a6a8a
p = trouser-shadow #3e4b68
---
.OPPPO..OPPPO...OPPPO..OPPPO....OOO....OOO..
.OPPpO..OPPpO...OPPpO..OPPpO...OBBBO..OBBBO.
.OpppO..OpppO...OpppO..OpppO...OBBBO..OBBBO.
.OBBBO..OBBBO...OBBBO..OBBBO..OTBBBBO.OTBBBO
.OTBBO..OTBBO...OBBBO..OBBBO..OTTBBBO.OTTBBO
OTBBBO..OTBBBO..OBBBO..OBBBO...OTBBO..OTBBO.
OBBBBO..OBBBBO..ObbbO..ObbbO....OOO....OOO..
OOOOOO..OOOOOO..OOOOO..OOOOO................Feet, 32 px, bare. Side cell 14 px wide (arch lifted a pixel off the ground line), then a front pair 15 px wide (three toes each, separated by outline notches); both start at stride 15.
feet-32-bare · 30×7OoutlineLskin-lightDskin-shadow
Grid source
O = outline #2b1d2e
L = skin-light #f2b48a
D = skin-shadow #c47a5a
---
.OLLLO..........OLLLO...OLLLO.
.OLLLO..........OLLLO...OLLLO.
.OLLDO..........OLLDO...OLLDO.
.OLLLLO........OLLLLDO.OLLLLDO
.OLLLLLLO......OLLLLLO.OLLLLLO
.OLDLLLLLO.....OLOLOLO.OLOLOLO
.OOO.OOOOO......OOOOO...OOOOO.Boot, 48 px, side. One cell: cuff band, shaft shade, toe cap, heel block, sole band.
feet-48-side · 14×14OoutlineBboot-midbboot-shadowTboot-lightSsolePtrouser-midptrouser-shadow
Grid source
O = outline #2b1d2e
B = boot-mid #8a5a3a
b = boot-shadow #5c3a26
T = boot-light #b98458
S = sole #3a2a2e
P = trouser-mid #5a6a8a
p = trouser-shadow #3e4b68
---
..OPPPPO......
..OPPPpO......
..OppppO......
.OTTTTTO......
.OTBBBBO......
..OTBBBO......
..OTBBBO......
..OTBBBBO.....
..OTBBBBBBO...
..OBBBBBBBBO..
.OBBBBBBTTBBO.
.ObbBBBBBBBBO.
.ObbSSSSSSSSO.
..OOOOOOOOOO..Boots, 48 px, front pair. One cell: cuffs, toe splay, sole band across both boots.
feet-48-front · 20×11OoutlineBboot-midTboot-lightSsolePtrouser-midptrouser-shadow
Grid source
O = outline #2b1d2e
B = boot-mid #8a5a3a
T = boot-light #b98458
S = sole #3a2a2e
P = trouser-mid #5a6a8a
p = trouser-shadow #3e4b68
---
..OPPPPO....OPPPPO..
..OPPPpO....OPPPpO..
..OppppO....OppppO..
.OTTTTTO...OTTTTTO..
.OTBBBBO...OTBBBBO..
.OTBBBBO...OTBBBBO..
OTTBBBBBO.OTTBBBBBO.
OTBBBBBBO.OTBBBBBBO.
OBBBBBBBO.OBBBBBBBO.
OSSSSSSSO.OSSSSSSSO.
OOOOOOOOO.OOOOOOOOO.Procedure
#sprite_info. Read the figure height and the head height; look up hand and foot size in the table. Write the size down before drawing anything.- Decide the pose from the six-hand library (rule 12) and the view (front, side, top-down). Pick the template whose size row matches; at an in-between height take the smaller one and add a pixel to the thumb or toe cap, not to the palm.
- Draw the limb first (sleeve, trouser), then stamp the hand or boot with
drawopgridat the limb's end, usingtransparent: "skip"so the limb underneath survives. Map roles onto the sprite's palette withpaletteopget; the example hexes only make the template renderable. - Hands that grip: draw the object first on its own layer, then the fist on top, so the handle runs behind the fingers and shows at both ends.
lookoppreview, then opasciion the hand region: count the hand's pixels against the ladder and check that no hand pixel touches the torso's outline.- Other hand: copy the cel,
transformopflipaxishorizontal, then redraw thumb and cuff. Weapon hand stays fixed across directions (rule 10). - Animated: keep arms, hands and feet on stable layers (
rules://06-layers-and-rigging); runlookopfilmstripandlookoponionon the hand layer; the lowest foot pixel must stay on one row and the hand's pixel count must not change between frames unless the pose does. validate; fix orphan pixels at fingertips by moving them into the cluster, not by deleting the finger (rules://11-clusters-and-noise).
Mistakes
#| Symptom | Cause | Fix |
|---|---|---|
| Hand is a rake of 1 px stripes | four equal fingers drawn at 16–32 px | rule 2: mitten + thumb; one notch at most |
| Hands vanish into the sleeve | same value for skin and sleeve, no cuff | rule 7 and 8: cuff band, push skin against a dark sleeve |
| Hand bigger than the face | hand scaled to be "readable" | rule 1; shrink and move the information to the silhouette (thumb, handle) |
| Grip looks like a hand beside a stick | handle visible through the fingers, no overlap | rule 9: fist over handle, 1 px of handle at each end |
| Sword in the wrong hand after turning | mirrored cel | rule 10: redraw the grip, thumb on the right side |
| Fist is a perfect square | no corner decision | rule 6: add or cut one corner pixel |
| Feet hover or slide | lowest foot pixel changes row | rule 14; fix with look op onion |
| Boots all identical wedges | one template used for every pose | rule 18: heel strike, flat, toe-off, swing |
| Feet tiny under a big body | foot sized to the hand | rule 15: foot ≈ head height, wider when heavy |
| Black line between boot and leg, figure looks striped | outline used where colour would do | rule 17 |
| Front-view boots look like pillars | no splay, no toe | rule 19: toes out, one highlight pixel on the cap |
Review
#- Hand size is on the ladder for this figure height (±1 px), and every frame uses the same size.
- No individual fingers below 48 px; no four equal parallel fingers at any size.
- Hand and sleeve differ in value; a cuff or colour step marks the wrist.
- A gripped object overlaps the fist and shows at both ends; its axis differs from the forearm's.
- The thumb is on the correct side after any flip.
- The lowest foot pixel is on one row in every frame; the feet are no larger than about one head in length.
- Boot and trouser are separated by colour; black remains only at the sole and between legs.
- The view is respected: no toe caps on a back view, no heel-first run.
- No hand pixel is tangent to the torso outline.
Sources
#- Loomis, Figure Drawing for All It's Worth, hands and feet (pp. 184–186).
- Hampton, Figure Drawing: Design and Invention, hand and foot chapters (pp. 160–215).
- Blair, Advanced Animation, mitten-and-thumb construction (p. 16), feet (pp. 4–15).
- Solarski, Drawing Basics and Video Game Art, "Hand" and "Foot".
- Muybridge, The Human Figure in Motion, walk and run plates (pp. 17, 35, 63).
- Pixel Logic (Andrew Moore), ch. 4 Readability, hands (pp. 97–98, 168, 182).
- Silber, Pixel Art for Game Developers, limbs and idle motion (pp. 36–40, 107).
- Bancroft, Creating Characters with Personality, hands and feet by age and style.
- Tsu, pixel tutorials 7, 8, 11 (corner-pixel fist, boots, small hands); Saint11 (Jump, Cuteness, Pipeline); Slynyrd Pixelblog PB52, PB55; Pixnote and Tuts+ small-sprite guides; BJG trainer-sprite measurements.