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HK RM2K classic

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I updated the blue hared guy. His headless version in finished. But of course I have to do his hair still.

BTW the headless versions are free game for the HKCP people to disassemble. I just don't have the time to do it myself since I'm working on getting all these finished. And I don't work with layers when I sprite so it'd be a pain ^_^;
 
Showkaizer":24jdnyfc said:
I updated the blue hared guy. His headless version in finished. But of course I have to do his hair still.

BTW the headless versions are free game for the HKCP people to disassemble. I just don't have the time to do it myself since I'm working on getting all these finished. And I don't work with layers when I sprite so it'd be a pain ^_^;
Really? Then in that case, I'll disassemble a bunch and make a few recolors of each as well.
When they're done, I'll post them here.
 
Are the full charsets your final (or at least most recent) decision on the most appropriate palette? Compared to the large selection of front views, your top two charsets here use less saturated midtones, yellower highlights and bluer shadows, all with a brighter value in general, and I'm wondering what decided that as the best choice.

I've started studying your palette choice here and noticed a few things, as per your post in the HKCP topic. Maybe you can enlighten me on their relevance - perhaps it's all just personal preference, perhaps you've practiced about to find some things work better.

Clothing shifts strongly to violet/purple shadows and yellow highlights. Pieces usually done in six shades, except for where there are areas of excessive shadow (typically where full body sets share the same colour).

Hair hue-shifts only to a very, very small degree towards yellow/purple (and indeed in some cases goes the other way for 'unusual' hair, such as with glasses-ragged-cape man). Done in six shades as well, sometimes five.

So you usually create your colour swatches as six pieces?

When it comes to tilesets, do you create your palette/swatches in sets of six as well, or eight so you can have an extra bit of shadow for the tileset being darker/less saturated than characters?

Did you attempt to decide most of your clothing color choices in advance? I'm still attempting to understand how people decide that colours share the same contrast - as far as I can tell a set of colours sharing similar contrast seems to be contrast between the same shades of the colour, rather than sharing shades of contrast between different colours (being that purple looks darker than yellow, when you look at a palette it typically looks like a wave of darkness moves in towards purple/blue and out towards yellow/green/red).

I've read everything I could find on palette here and I'm studying as much as I can find online (WetCanvas - Color Theory & Mixing: 16 Lessons in Color Theory) but there sure is a lot to go through, so any tips that people who've already done the hard grind can share with us are vastly, vastly helpful.
 
Well, Scriblette, how you design swatches really varies from person to person, I think.
I start with a basic five color swatch, block my colors, and then add colors as necessary.
However, it really does depend on ...well, everything.

I never really needed any lessons in color theory or whatever - just do what looks right and over time you'll find palette making becomes less of a chore and more of a fun thing to do in its own right.

But yeah, SK uses deep purple bases as a stylistic method. It takes some work to pull off, but he's incredibly talented. I'd stick to more standardized palettes so far.
 
Thanks Grath, that's reassuring. :)

I've had about enough of all the technical college-stuff reading, since most out there seems to be about colour off-screen - much being a reversal of how we put colour in as pixel art. Here's hoping my palette attempt works out.
 
I don't even use RMXP any more, but everytime you release something new I save it to play around with; simply because they look fantastic.

Keep up the good work Showkaizer!
 
Hi ShowKaiser. I'm hoping you're still working on these character sets - and still hoping we might get a little insight into how you design your palettes. For this to be relevant I'd have to post it in one of your threads, but they're recently inactive... hope this isn't too far a push into necroposting territory. PMing you on it feels a tad too selfish... I suppose the other option is for me to start a new thread on it.

Do you follow any general rule to swatch creation? Far as I can see, there's no steady gradation in values from highlight to shadow that can be seen as consistent between different swatches, yet they still visually work together. This seems to indicate that you do not create your swatches by blending midtone with highlight or shadow to achieve them - is this just another of those things that folk say "comes with time" or is there some level of theory in there that could be learnt?
 
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