I've spent a decent amount of time on this forum, and very rarely have I seen much regarding color. It's a bit surprising, since we're all artists here. Maybe I'm not hanging out in the right topics though!
After figuring out your color palette for a scene, do you use
this palette when texturing, or do you texture
representing reality, and then correct to the color palette in lighting and post? To apply this to a project, let's say we have a concept image in which the artist has chosen a very restricted color palette (gamut) of blues and reds. There are meshes which are usually a specific color in nature/reality, but obviously their colors have been tweaked by the concept artist to align with the painting, to fall within the chosen gamut, and to be more pleasing to the eye.
I've posted the below painting by James Gurney, with their corresponding gamuts. As you can see, completely different colors were used within this image. Now, we all know that you can correct the colors in post, but I'm wondering what the professional workflow is of matching concepts.
Additionally, I was wondering if you guys could discuss some of your tips and tricks for using color.
Replies
If the game has dynamic lighting, the materials can then react appropriately in a wide range of lighting... day, night, stormy, underwater, neon-soaked tokyo, etc.
That's one reason PBR texturing has been adopted so widely.
There's also color grading, which is used in a variety of games now. Used to be only in cinema & commercials.
Some links
http://wiki.polycount.com/wiki/Concept_Fundamentals#Color_Theory
http://wiki.polycount.com/wiki/Lighting
http://wiki.polycount.com/wiki/Art_Bible