We don't allow any NC licneses on OpenGameArt. It's okay for the artist to state that they prefer their work not be used commercially, but it's not legally binding.
@resw67: Out of respect for this artist, I'd advise you not to use this work in your game; however, it's still legal for you to do so. In general, CC-BY-SA doesn't prevent you from using a work commercially, so it's not necessary to look for specifically CC0 works.
So, I like where you went with the red and the dark purple, but I feel like now the oranges are a bit too loud to work in skin, wood, or earth tones (see the Secret of Mana picture for what I mean). From a practical standpoint, is there an advantage to having the orange colors be that saturated? Would the red ramp still work reasonably well with the original orange colors?
Your demonstration explained what you were going for pretty well. Can you post an indexed color image that uses your version of the palette? I'd like to test it out on some images and see what happens.
One of the things that I don't really like about the other multi-use palettes is the lack of a really intense red. I could see about merging the two very dark blue-green colors together and adding a more subdued red, then pushing that purple color a bit more toward blue.
The deficiency there was with my choice from among the existing colors. I chose a different brown from the palette. Same with the red... now that I've picked out better colors for the other (non-red) bricks, I think it works reasonably well. What do you think?
So, here's an attempt to address the shortcoming of excessive contrast in brown colors... I removed an off-white and replaced it with another brown in between the second and third brightest brown tone, since the orange that was already there wasn't really working as part of that ramp.
Some of the lighter browns are lower contrast. If you're talking about the dirt colors in terhs of having too much contrast, I agree with you there; I think that color choice for the mapping may have been a mistake on my part. That being said, this much contrast may also just be an inherent issue with palettes that have lower color counts. There are already a number of colors that this particular palette just can't express at all (brownish green, for instance), and toward the end I felt like it would have been great if I could just have three or four more shades to work with. :)
I tried going for redder bricks, but the red is too bright for large areas. I'm okay with that, because it's intended more as an accent color (which in my opinion is something that can make or break a "bright" set), but for the bricks to be redder, they may need to be reworked a bit so as to include the red color in a less blatant way. That being said, I think the colors I did choose at least *suggest* that the bricks are red.
One thing I did notice about the LPC palette is the huge number of brown shades. I'm guessing that 75% of them could be optimized out.
This was just a quick recolor, but I'd say it works pretty well with the example image (note that I've made another alteration, replacing the light cyan with a darker cyan midtone that works fairly well in both blue and green gradients:
Greets.
We don't allow any NC licneses on OpenGameArt. It's okay for the artist to state that they prefer their work not be used commercially, but it's not legally binding.
@resw67: Out of respect for this artist, I'd advise you not to use this work in your game; however, it's still legal for you to do so. In general, CC-BY-SA doesn't prevent you from using a work commercially, so it's not necessary to look for specifically CC0 works.
Ah, good point. I'll try some other scenes.
So, I like where you went with the red and the dark purple, but I feel like now the oranges are a bit too loud to work in skin, wood, or earth tones (see the Secret of Mana picture for what I mean). From a practical standpoint, is there an advantage to having the orange colors be that saturated? Would the red ramp still work reasonably well with the original orange colors?
Your demonstration explained what you were going for pretty well. Can you post an indexed color image that uses your version of the palette? I'd like to test it out on some images and see what happens.
The last color analysts I posted is current. I was playing with it a bit after that, but I'm not satisfied with the changes.
One of the things that I don't really like about the other multi-use palettes is the lack of a really intense red. I could see about merging the two very dark blue-green colors together and adding a more subdued red, then pushing that purple color a bit more toward blue.
The deficiency there was with my choice from among the existing colors. I chose a different brown from the palette. Same with the red... now that I've picked out better colors for the other (non-red) bricks, I think it works reasonably well. What do you think?
So, here's an attempt to address the shortcoming of excessive contrast in brown colors... I removed an off-white and replaced it with another brown in between the second and third brightest brown tone, since the orange that was already there wasn't really working as part of that ramp.
What do you think?
Some of the lighter browns are lower contrast. If you're talking about the dirt colors in terhs of having too much contrast, I agree with you there; I think that color choice for the mapping may have been a mistake on my part. That being said, this much contrast may also just be an inherent issue with palettes that have lower color counts. There are already a number of colors that this particular palette just can't express at all (brownish green, for instance), and toward the end I felt like it would have been great if I could just have three or four more shades to work with. :)
I tried going for redder bricks, but the red is too bright for large areas. I'm okay with that, because it's intended more as an accent color (which in my opinion is something that can make or break a "bright" set), but for the bricks to be redder, they may need to be reworked a bit so as to include the red color in a less blatant way. That being said, I think the colors I did choose at least *suggest* that the bricks are red.
One thing I did notice about the LPC palette is the huge number of brown shades. I'm guessing that 75% of them could be optimized out.
This was just a quick recolor, but I'd say it works pretty well with the example image (note that I've made another alteration, replacing the light cyan with a darker cyan midtone that works fairly well in both blue and green gradients:
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