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          	   Part Eight: Selective Outlining 
              Up  until this point, we've kept the outline black. And there's nothing  wrong with that, really, since it looks pretty good and it keeps the  sprite well-separated from its surroundings. But by using black, we are  sacrificing more realism than we might like to, since it gives the  sprite a "cartoony" look.
               
              Selective outlining, or  "selout", is kind of like shading the outline. Rather than using black  all the way around, we apply a color that is closer to the color of the  sprite itself. Also, we vary the brightness of this outline along the  edge of the sprite, letting the light source dictate which colors we  apply. 
                
              You'll  notice I also used selout to soften the folds of his muscles. Finally,  the sprite begins to look like a coherent whole rather than a whole  bunch of separate pieces. 
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