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How to design a color palette that will work well with UDK lighting system

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JustColorado triangle
I have never made a color palette before.
I just finished watching this tutorial which I really enjoyed:
[ame="http://www.youtube.com/watch?v=9kQllLy_X4I"]How to Choose Colours that Work! - YouTube[/ame]
But it was geared towards making a painting in Photoshop and not
really aimed at a game engine with a lighting system that will
effect the brightness all of the colors I choose.

From the tutorial, I get the basic idea of how to chose the saturation
and brightness level if I was doing everything in Photoshop.
But I want to use it with UDK, and I know that the lights in the scene
are going to be effecting the brightness of the different colors in the
scene.

I want to make a color palette with a red being the main color that can go to the highest level of saturation. My scene will be daytime afternoon lighting.

My question is should I just go for the right amount of saturation in
each color and ignore the brightness and let UDK take care of that. Or
do I select my light values as well, or a combination of the 2?

Any input greatly appreciated.

Replies

  • sprunghunt
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    sprunghunt polycounter
    My question is should I just go for the right amount of saturation in
    each color and ignore the brightness and let UDK take care of that. Or
    do I select my light values as well, or a combination of the 2?

    Any input greatly appreciated.

    there are three systems you're using in UDK.

    lighting, textures/shaders, and post processing.

    So it's more complicated than painting. For realism you would normally texture your scene fairly neutrally and then use the lights to control tone. To learn how to light a scene you should look into cinematic lighting techniques.

    However you can do all kinds of things with shaders and post processing that mean you can ignore lighting altogether. Alternatively you could make all your textures completely colourless and use only coloured lights.
  • tharle
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    tharle polycounter lvl 9
    theres tools such as :https://kuler.adobe.com/create/color-wheel/ that can be pretty handy for working out colour schemes.

    as far as how to do it for 3d it really depends on the style of the scene - strong saturated coloured lighting might work for some things but strong coloured textures with neutral lighting would work in others. personally i'd recommend putting together a lighting mood board of similar art/games/photos etc. that has the type of colour and lighting qualities you want to emulate and then studying what you like about the piece and how it's been achieved.
  • low odor
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    low odor polycounter lvl 17
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