Coloring help

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Boyish
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Coloring help

#1 Post by Boyish » Fri Mar 23, 2012 9:07 pm

I'm at a point where I can't see what I'm doing wrong anymore :/ So if anyone have the time to point out what I need to do, I would greatly appreciate it!

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As people with eyes can see, the first guy is from yesterday, and the second is from today. While I prefer the second skin-coloring I made, it's still pretty flat. And I have no idea how to choose complementary colours, let alone use them!
Problem with yesterday-dude: His shirt is.. Flat. As is his face. I used a different hue, but maybe not too different?
Problem with today-dude: I think the shirt looks great, but I have no idea how I did it, or how I can do it with different colours. I like his face, but I don't know what's good about it.

How the heck do you learn to choose the colours XD; ? Is it a skill you have to be born with, or is there some great tutorial/mystery I haven't unlocked yet?

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Auro-Cyanide
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Re: Coloring help

#2 Post by Auro-Cyanide » Sat Mar 24, 2012 1:00 am

There are a couple things you can do to help your characters seem less flat. I very, very quickly added to your image, but I'll explain as well in case you can't read my writing XD
Image
-You are choosing extremely saturated colours. The green, red and blue are all very saturated. Try and choose colour a bit more towards the middle unless you want that colour to be very bright.
-Pick a light source and stick to it. Generally you only have fairly generic light source for sprites since they are often are put into lots of environments, but for general pictures your light sources can be coloured and you can have multiples. For now, just pick one and imagine where the light will hit and where the shadows will form.
-Rule of thumb is generally cool light>warm shadows, warm light>cool shadows.
-Move diagonally on the colour palette when you are choosing shades. This helps keep your colours more varied.
-You can also move the slider slightly up or down to pick a slightly different colour.
-A more advanced way of doing this is to pick a colour and very lightly (with low opacity) add it to the base colour. Then select from with for your shadows. I often do this. For instance with skin, I often add a dark purple and choose from that for my shadows.

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Re: Coloring help

#3 Post by Sapphi » Sat Mar 24, 2012 1:08 am

Looks like you're in need of... some basic color theory! :D

The color wheel is one of the first things you'll learn in a design class because it is very, very important. On the site I linked, you can see some formulas for color harmony (under the conveniently obvious heading Some Formulas for Color Harmony) that might help you choose a better color scheme.

I also second Auro's suggestion on turning that saturation waaaaaaaaay down. IMO, with color, a little goes a long way. Unless you want to be the next Lisa Frank, I guess.
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Re: Coloring help

#4 Post by Boyish » Sun Mar 25, 2012 2:57 pm

Auro-Cyanide: That is a lot of info I didn't know about xD I had no idea what saturation was, but yeah, I see what you mean! I re-colored it all, and tried moving diagonally! Sadly.. I forgot to invert the drawing when I was sketching it, so.. When I flip it, it looks like crap. I don't think I can use this sprite for my own project, but I finished it anyway xD Maybe someone else can use it. But thank you for the tips, they were very helpful! :D

Image

Sapphi: Thanks! But.. I don't know if it would fit in, if I used blue as shadow to red on a sprite.. I mean, doesn't the shadows and lights depend on the background? Or am I supposed to use analogous colours?

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Re: Coloring help

#5 Post by LateWhiteRabbit » Sun Mar 25, 2012 6:32 pm

Boyish wrote:Auro-Cyanide: That is a lot of info I didn't know about xD I had no idea what saturation was, but yeah, I see what you mean! I re-colored it all, and tried moving diagonally! Sadly.. I forgot to invert the drawing when I was sketching it, so.. When I flip it, it looks like crap. I don't think I can use this sprite for my own project, but I finished it anyway xD Maybe someone else can use it. But thank you for the tips, they were very helpful! :D

Image
You need more contrast in your coloring. You are being too soft in your color selection and your lighting. Don't "feather" your color transitions so much, it muddies the form and makes volume unclear.

Pick a strong light source and stick with it. Don't be afraid of large differences in value - that just helps the form come out better.

Look at this image by Artgerm on DeviantArt:
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All the different values really help sell the piece and define Sakura's form.

Another tip on getting values right is desaturating your image. It will quickly become apparent whether or not your contrast is strong enough or not. If it isn't, your image will look flat. If your contrast and values are good, even in black and white your image will look three dimensional and clear. That is why a lot of digital painters start in grayscale, only moving on to color selection once they have the values worked out.
Boyish wrote: Sapphi: Thanks! But.. I don't know if it would fit in, if I used blue as shadow to red on a sprite.. I mean, doesn't the shadows and lights depend on the background? Or am I supposed to use analogous colours?
You WANT to use contrasting and complimentary colors when painting. Like Auro-Cyanide said, if your light source colors are warm (reds, oranges, etc.) use cool colors for shadows (blues, purples). Blue and orange are REALLY popular contrasting colors, and are used EVERYWHERE:
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And you don't need to perfectly replicate reality when you are painting - you are interpreting reality and seeking to evoke an emotional response. That is why many movies and TV shows have a color palette that doesn't reflect reality, they do it to enhance or create a certain mood and most of the time you don't even notice it isn't "realistic".

For instance the Matrix was tinted green to reflect uneasiness and a sickly feeling. A feeling of unreality. Also, it referenced back to the green code of early computers.
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Minority Report and a lot of other science fiction films use a lot of blue to reflect the cold sterility of the future, evoking the cold nature of machines and metal:
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O'Brother Where Art Thou used a yellow, sepia-toned palette to evoke old photographs and the past:
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You don't need "real" colors at all to create a perfectly understandable image. Just look at the work of the artist Zhang Bin aka Benjamin:
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Try painting in grayscale for a while until you get more comfortable with values, then start experimenting with color.

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Re: Coloring help

#6 Post by wulfae » Mon Mar 26, 2012 11:12 am

Boyish wrote: Image
You already mentioned that you weren't too pleased with these drawings, but I thought I'd point out a few things anyway. n__n

The shoulders seem *very* narrow. If you think about how the skeleton actually works, you have a rib cage, a collarbone on the front side of your body, and your shoulder blade on the back. Your arm comes out of that. It doesn't look like your character has space for a rib cage, with how narrow his shoulders are.

SINCE I FAIL AT EXPLAINING WHAT I MEAN, have a redline.

Image

The hips are also very narrow, but are still the same width as the shoulders. This is probably a stylistic choice, and I think it might work with wider shoulders.

He's really thin, like... Skeleton thin. I'm not sure he has space for all of his guts in there. I think what's throwing me off is that you have a bit of an hourglass shape happening, which is more of a female characteristic than a male characteristic. If it was straighter from his shoulders to his hips, I think it would feel like a stylistic choice and not make me want to give him some food and fatten him up, poor thing.

His stance. Even if you're not going to see the whole figure, I'd suggest at least sketching out how he's standing, so you can see if it looks like he can balance or not. In the first one, on the left, I think his weight is on the leg to the left, and he's balancing with the other. But his feet are so close together, that he would have an incredibly hard time balancing. The redline on the right shows how I imagine his feet would look. If his knee wasn't bent quite so much, it's look a lot more natural, like what I've done with the first on the left drawing.

I've drawn what I'm suggesting, but I'm still not happy with where that leg on the left is. Sigh. But you can kind of see what I mean, I hope. I also gave him some shoulders, and evened out the chest a little, since it looks like the chest on the right side of him is smaller than what's on the left. I also made his head a little bigger, because it looked too small with his shoulders wider.

I also tried to show that his hips were at an angle, with the one supporting his weight higher than the other. I should have given his spine more of an 's' curve, contrapposto style. THE FOLLOWING LINKS CONTAIN NUDE SCULPTURES, SO NSFW. There is a link for it here, but it has lots of nude greek statues. Be warned! I checked so many other links, and unfortunately the technique really originated in Greece, with nudes. This is a picture of a nude David, but it has some lines drawn on it that show the concept really well.

The arm on the right... Foreshortening is incredibly difficult. If you look at your arm in the mirror, doing the same pose, I think you'll see the bottom of the elbow below the hand. If not, I would have him hold his hand slightly higher or lower, so it's a little easier to draw. Don't make it harder on yourself than it needs to be! The way it is now, it looks like his hand is growing out of the top part of his arm. :S

I've lifted it a bit in the redline, so you can see the elbow.

With his embarrassed pose, I understand that you're trying to close him off, and brought his legs closer together. Using body language like that is a great idea, and really reads as what we do when we're embarrassed! He still looks a little tippy, though. If I continue the lines of the legs, I think he's actually crossed his legs...

The redline shows what I mean. I couldn't tell which leg was forward, since the tones on the pants are so similar, so I just guessed. Is he a ballet dancer? I could believe that a dancer could balance like this.

With the third drawing, with his arms up, I again gave him some shoulders. I left the head the same size as your original drawing, and also tried to keep him as thin, so you could see options.

Hopefully this helps! It was fun to do. :D

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Re: Coloring help

#7 Post by Auro-Cyanide » Mon Mar 26, 2012 9:26 pm

I agree with what the others have said and they pointed out some great things to keep your eyes on, but you definitly made a move in the right direction in the second step. Good job ^_^

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Re: Coloring help

#8 Post by Boyish » Mon Apr 09, 2012 9:59 pm

Sorry I haven't been answering, I just got google sketchup, and it's pretty amazing XD

LateWhiteRabbit: I tried to de-sature some of my drawings, and my god, it's effective! People must be able to speedpaint if they can make a whole drawing in grey-scale before colouring. But I still don't know about using strong colours as shadows and all, at least not for sprites. They seem to have shadings very close to the basic colour. But for CG maybe? It's been some time since I made a full drawing, and not just figures. Now that I know how to use sketchup, I can try doing a full room with people in grey-scale. But wow, that art by Zhang Bin aka Benjamin is pretty amazing! The tips about mood would be very helpful when doing CG, I'll have to remember that, when I get that far. Thank you for the long post, I really appreciate it! :D

wulfae: You are right o_O ! I wanted him to be thin and geeky, but yeah, he looks skeleton-like. I think I'll try to draw some skeletons, I've never done that before. Or just draw the rip-cage? It's weird that I draw hourglass shapes, when I only draw men.. I guess I shouldn't try to change my style when I'm doing sprites. I usually draw wide shoulders, I think. But thanks for the redlines, and the advices :D ( I love redlining, it makes it so obvious.. And the faces are cute )

Image
Have a mansion I'm working on! xD

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