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View Full Version : Thoughts on Color and Figure Anatomy/Proportions?



DrGravitas
07-02-2015, 07:26 PM
I am currently primarily concerned with color (including lighting) and the figures' anatomy, proportions, and general appeal. But, really, any critiques or feedback would be appreciated! ;)

Rederick Full Body:
https://cdn.weasyl.com/static/media/bd/cc/57/bdcc57bb01c7531ca397f6bbd8afc50eb95c205dc4494acde1 f14c9c8c63bf0d.png (https://www.weasyl.com/submission/1013696/basking-at-the-beach-turntable-animation) (flash)

Rederick Face Details Closeup:
https://cdn.weasyl.com/static/media/83/f4/25/83f4256ad5039d735f9bba6c1697d0a039d18d0282358f25a1 29ca260e9f1ebe.png (https://www.weasyl.com/submission/987877/feelin-blue-green)


Blythe here is still a WiP, so the application of the fur marking shaders is direct to polygon and therefore quite blocky:
https://cdn.weasyl.com/static/media/fd/36/cd/fd36cdb55a1703e5558215a13883d524a3be0e27f7dbe7fda9 17a582112a3e49.png (https://www.weasyl.com/submission/1025135/blythe-wip-posing-inner-thighs)
I wanted to make her white-body parts an orange hue, but I couldn't come up with a look that felt right.

Thanks again for your consideration!

PlayPossum
07-09-2015, 02:28 AM
I don't know how realistic you aim to go with these, but the thing that pops out the most to me is your materials/shaders all look rather rubbery.

Work on their diffusion/specularity/abedo/whatever they call reflectiveness, making it more like actual fur/skin, that aren't as reflective and dull highlight colors. Always look how different materials behave. Metal is super reflective, a sponge will diffuse it all and just acquire the light's tone, instead of forming highlight spots.

You may also look into less saturated palettes for your colors. You are mostly "symbol-picking" them, by going to extreme blues and reds. Of course, if you intention is to keep it flashy and more cartoony, okay. If you're going for a more atmospheric/real feel, then tone it down. Grab some pictures for reference if you must.

Even the orangest fox has a lot of dessaturation going on its fur color:
http://www.skullsunlimited.com/userfiles/image/red%20fox.jpg

The next step would be a lot more complicated, which would be adding texture or particle-based fur, but let's start from the beginning, understanding color and reflectiveness. Once you get the general feel right, you can dig deeper into this.

DrGravitas
07-11-2015, 08:47 PM
Thanks for the reply! I really appreciate your feedback!


I don't know how realistic you aim to go with these, but the thing that pops out the most to me is your materials/shaders all look rather rubbery.

Work on their diffusion/specularity/abedo/whatever they call reflectiveness, making it more like actual fur/skin, that aren't as reflective and dull highlight colors. Always look how different materials behave. Metal is super reflective, a sponge will diffuse it all and just acquire the light's tone, instead of forming highlight spots.


I confess I did leave out describing the look I'm aiming for, to see if folks would write based on what it appeared I was aiming for. I wanted to get an idea how people perceive it. Actually, I kinda-sorta have a thing for shiny rubber looking stuff, but I wasn't sure if I was going overboard and making it unappealing. Based on your feedback, it sounds like I am.

Fortunately, tweaking that is pretty easy. Unfortunately, I am also using those same parameters (specular color, whiteness color) to introduce other colors to keep the diffuse color from looking so flat. I really rather suck at coloring things myself, so I rely on shader trickery as a serious crutch.

https://cdn.weasyl.com/static/media/5e/c5/6c/5ec56cbaf25990ba3c4b77ed0da4b1c1ced8702a71504c76c8 74dd2375b2e975.png (https://www.weasyl.com/submission/1035409/blythe-shader-details-and-experiments) (If your interested, I described the technical details of it in here.)


You may also look into less saturated palettes for your colors. You are mostly "symbol-picking" them, by going to extreme blues and reds. Of course, if you intention is to keep it flashy and more cartoony, okay. If you're going for a more atmospheric/real feel, then tone it down. Grab some pictures for reference if you must.

Even the orangest fox has a lot of dessaturation going on its fur color:
Snip, Snip


Definitely aiming more towards a stylized approach, rather than realistic, but I don't really want just simple cartoon coloring, either. Symbol picking actually sounds like a good way to describe what I'm going for. Each of the characters are represented with a color:

https://cdn.weasyl.com/static/media/d6/1f/f5/d61ff5076fc456a1ee9e0ee2dd51f5d77f7fd90ca0fa8718e6 dd35ea3de83f7f.png (https://www.weasyl.com/submission/1035424/the-rgb-trio)

Red for Rederick, Green for Gravitas (who I didn't really mention before), and Blue for Blythe.

But, I get what your talking about when your suggesting I desaturate things a bit. I don't have to make Red such a rich red; I can tone it down to make it a bit more subtle and less eye-stabby. :P

Do you think perhaps the level of detail present in shape of the models sets expectations for how the coloring should be? Would a simpler model be better served by cartoon-y coloring and a higher detailed one more suited to something more atmospheric?




The next step would be a lot more complicated, which would be adding texture or particle-based fur, but let's start from the beginning, understanding color and reflectiveness. Once you get the general feel right, you can dig deeper into this.

Thanks again for the feedback. After I originally started this thread, I got caught up in making some major changes to the face (which isn't in any of my gallery posts, as I'm still struggling with it quite a bit) so I won't have time to try implementing your suggestions for a while, but I wanted to at least respond to your post and thank you. :D

If you have any other thoughts, I'd love to hear them!

PlayPossum
07-28-2015, 08:04 PM
Do you think perhaps the level of detail present in shape of the models sets expectations for how the coloring should be? Would a simpler model be better served by cartoon-y coloring and a higher detailed one more suited to something more atmospheric?
In a sense, yes. More detailed work seems strange with too simple colors.
Which doesn't mean it should be realistic, though.

I can mention Borderlands and Okami as two very stylized games regarding colors. The shapes of the objects are complex, but the shaders are deliberately unrealistic, and the result is interesting.

Team Fortress is another one, and this is one I think you could study if you're going for a shiny, kinda rubbery aspect to your models. The colors on TF are pretty sober, even though it doesn't go for realism, and it's still a colorful game. May be a good starting point for a sense of ambiance.

https://d11g5bl75h7gks.cloudfront.net/shareuploads/apps/13715878080395wv35cow29/screens/1371587664618dzmuz6ywrk9_1376681067541.jpg
http://s2.wallls.com/images/5/1600x900/wallls.com-29751.jpg