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Made in no
Liche Priest Hierophant





Bergen

Hello, do you have a good site with good colour theory with focus on contrast and colour choise?

   
Made in nl
Esteemed Veteran Space Marine





the Netherlands

im unsure but i believe FromTheWarp did an article about that

   
Made in gb
Elusive Dryad






 Niiai wrote:
Hello, do you have a good site with good colour theory with focus on contrast and colour choise?


Hi Niiai,

I bookmarked this from The Back 40k a while ago. Hope it helps.
   
Made in no
Liche Priest Hierophant





Bergen

-Hehe, thanks. That is the one I have been using. However, I am a bit hugry for more. :-)

   
Made in ph
Utilizing Careful Highlighting





Manila, Philippines

A great exercise is to look at different designs, paintings and characters and try to figure out the color theory behind the color choices. For example: Superman. His character design revolves around three color choices, which reflects the primary triad. Or if you would notice, a lot of movie posters have really blue skies and really orange-y skin for the actors, and that's because blue contrasts well with orange (complementary colors). Dakka, for example, uses analogous colors (red, orange and yellow) over a black baackground, because light, warm colors create more contrast over dark backgrounds.


 
   
Made in no
Liche Priest Hierophant





Bergen

Yes I know heartserenade. It is something that the trippel A videogame industry has known for quite some time. My cover of halo 4 that I bought feathture a black/blue siluet of master chief vs a white blue backround (even though master chief is green mind you) with a orange warm visor to draw focus to his face as a human being. Or non-human as the case may be.

However, one thing is to design a 2D person on a flatt backround, another one entierly to aply the same priciple to an entier army. A full spacemarine army with dark blue armour, light blue bases and orange eye lences would not be that spectacular after you have seen the first one. Not only that, but if you see the space marine from behind it becomes a model with no detail. And if you put him in a dessert map his main feature will not be as unique.

I can go through the prossess of rubbing two sticks together, but I'd mutch rather borrow somebodies lighter.

Edit:

Also, when you go from 2D to 3D you loose a lott of control. Having just a good siluet does no longer cut it.
[Thumb - The predicament.jpg]
Not quite the same.

[Thumb - batman.jpg]
The leap from 2D dark siluet to 3D dark siluet.

This message was edited 2 times. Last update was at 2012/11/10 17:27:42


   
Made in ca
Longtime Dakkanaut





Toronto

I'm just gunna leave this here.
http://colorschemedesigner.com/

   
Made in ph
Utilizing Careful Highlighting





Manila, Philippines

 Niiai wrote:

However, one thing is to design a 2D person on a flatt backround, another one entierly to aply the same priciple to an entier army. A full spacemarine army with dark blue armour, light blue bases and orange eye lences would not be that spectacular after you have seen the first one. Not only that, but if you see the space marine from behind it becomes a model with no detail. And if you put him in a dessert map his main feature will not be as unique.


This is where you apply a hierarchy of focus, and that can be achieved with various elements and using just color to do this is extremely hampering yourself. You have to assign focal points on your work, whether it be an army or an individual piece. It is impossible to make everything the focal point, since making everything a focal points means nothing is a focal point.

In the example you have given me, you described an army. Now bearing that in mind, what part of the army do you want your viewer to put focus on? Usually it's the centerpieces or the HQ. Let's say they are all colored as described: blue with orange lenses (applying complementary colors). So what do you want to stand out on your army? Next, what can you do? For example you have a SM Captain you would like to stand out. You can use a different color scheme for it or adding a splash color, or using the same colors but making it darker/lighter: all of which will make the captain stand out. But it doesn't stop with color: additional and complex detailing, a more striking pose, a higher base--all of these can contribute to making it stand out more.

All of visual art follows the same principles whether it be 2d or 3d, photography, painting or sculpture.


Also, when you go from 2D to 3D you loose a lott of control. Having just a good siluet does no longer cut it.


Huh? Lose control how? First, you are comparing poorly-painted/unfinished models to well-composed illustration/photos. Second you view the piece as a whole: with those photos the background is part of the subject matter. With miniatures the base and the figure is the subject matter, and if you go into photography the background is, too. You can control everything within those boundaries. How do you lose control with that?


 
   
Made in gb
Been Around the Block





My photography teacher once told me that a photo is only as magnificent as every individual piece.
When you look at something even if you only focus on one area its surrounding are still within sight, if you want something that looks and is as eye catching as a piece of cover art you need a background/terrain of a high quality to compliment it.
   
Made in no
Liche Priest Hierophant





Bergen

 McGibs wrote:
I'm just gunna leave this here.
http://colorschemedesigner.com/


I really like this but I am not so good with the toy. It is fine to playa round with though.

How would one make a dark eldar colour sheme with it?

   
 
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