Hello! Heeeeere comes helm with the
banding post!
Is that piece of advice clear or should I elaborate further?
Here are more things for you to ponder
![Smiley :)](https://pixelation.org/Smileys/snake/smiley.gif)
Totally straight ramps! The reds are reds and the greens are greens and you up and down the lightness and that's it. But if you look at a surface more critically you'll notice that it has loads of subtle tints and variations of the color on it. A yellow lightsource like the sun naturally, tints a bit yellow. The blue atmosphere diffuses the yellow and also tints blue. Shadows get a somewhat illusionary complementary tint. Furthermore, every surface has its own qualities that determine what color they are and how they reflect other colors. A shiny plastic cup will have a strong specular on it, whereas a rug will not. A sweaty, oily face will have a strong specular, but diffused by the pores so it looks more scattered than smooth, so on! Right now you're shading without keeping these things in mind!
Another thing, closely tied to the above. The volumetric qualities of the primitives you're shading! You're not keeping them in mind or you don't understand them enough. Look at the ball here
![](http://www.mmhk.com/e/products/zaxwerks/3d_invigorator_pro/images/primitives.jpg)
and compare how the light works on that and how it works on the cap of the first dude you're shading.
Then concern yourself with the shadow that the cap should be casting on the face, and the shadows that the arms cast on the body, so on.
Ask yourself, where is your lightsource, and how is it hitting the primitives that compose my character?
Read this carefully
http://www.itchstudios.com/psg/art_tut.htm