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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
Skill
/aseprite:shade Shade a sprite
Add light and shadow with proper hue shifting, one step at a time, so the sprite gains form without gaining the flat-luminance look that marks generated pixel art. Use when flat art needs volume.
Flat shading — the same hue, darker — is the clearest signal that a sprite was made by moving a brightness slider. Real shading shifts hue.
The rule
#- Shadows rotate toward blue/purple and desaturate slightly.
- Highlights rotate toward yellow/orange and saturate slightly.
recolor op shade implements this. Use it instead of choosing darker hex
values yourself.
Procedure
#Fix the light direction and state it. Upper-left is the safe default. It does not move again — not across the sprite, not across animation frames.
Confirm the flat art is right first.
lookoppreview. Shading a bad silhouette wastes the effort.One shadow step. Select the region away from the light, then:
select op="rect" rect={…} recolor op="shade" amount=-0.2 selectionOnly=trueOr draw the shadow shape directly with
drawif it needs to follow a form the selection tools cannot describe.Look.
look op="preview". Does it read as volume, or as a stain? A shadow that follows the form's cross-section reads; one that follows the outline does not.One light step, on the side facing the light:
amount=0.2.Look again. Most sprites are finished here.
Only if it needs it: a deep shadow (
amount=-0.4) in occluded crevices, a specular highlight of one or two pixels on the hardest material, or reflected light — a faint cool step on the shadow side's outer edge, which makes metal read as metal.
Ramps
#If you will shade a material more than once, put its ramp in the palette:
palette op="ramp" base="#c04030" steps=5Then draw with ramp entries directly. Reuse the darkest step across materials — it ties a sprite together and costs no palette slots.
Dithering
#Only on 32px+ and only in large flat areas. Use bayer4, keep the two colours
adjacent in a ramp, and stop if it reads as noise. See
rules://02-shading-and-light.
Checks
#- Is the light in exactly one place?
- Do the shadows hue-shift, or are they the same hue darker?
- Any banding — long parallel stripes of adjacent steps?
- Any semi-transparent pixels? (
validatewill tell you.)
Related
#rules://02-shading-and-light, rules://01-palette-and-color,
rules://22-materials-hard, rules://23-materials-soft,
rules://24-lighting-scenarios, rules://72-3d-forms.