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Im a bit of a nut for color theory when I cant find a predefined palette. The process its surprisingly a lot faster than it sounds.
God thats so complicated. So far, whenever I played around without a preexisting palette, I just picked a color for whatever I was drawing at the moment and then played with the saturation and brightness untill I got a shade/highlight.
Anyhow, thanks for the explanation.
If I'm doing work for a client, and they provide concept then I usually sample colors from that. If I'm feeling particularly lazy then I will use the default Aseprite palette. Personal projects, I will use a palette Ive been developing on my own called TEA 256 a 256 custom color palette that I am constantly working on. For most other art though, I will pick either an existing master palette (usually one from an old video game console).
Lastly If I havent picked either of those options then I will look over the topic of what I am drawing and head to Adobe Color and try and develop 3 palettes based on complimentary colors or 9 based on triad. Each palette will have 4 to 6 shades and be based off of 2 or three base colors. The first palette will be the shade set for your first base color, the second will be a link between two base colors, and the third will be the shade set for the second base color. This process is repeated again for Triad based palettes and multiple links to each of the 3 base colors used for that.
Often I pick a palette per object or layer meaning different tile layers(background layers) will have their own palette but can share a complimentary one, and each sprite will have its own palette.
BTW, how do you decide on a color palette. It is something I keep struggeling with. Do you use pre-existing ones or do you make your own?
Its all definitely stuff you can easily learn on your own with practice without needing pro education for sure
Yeah i can imagine some sort of professional training comeing in very handy. So far i am 100% self taught, I am fairly happy with my progress though.
Its ok, actually same XD tbh halfway through my 3rd.
I went to school for 3D animation and a lot of it applies to this surprisingly. I find they help reduce the ammount of time it takes to create a piece and the quality tends to go up.
Ah yeah i have heard of that. Most of my animations so far consist of something oscillating in a perfect loop, so it has never been that big of a deal. Usually I draw a static scene out first, then I figure out what will be the most extreme diviation from that scene and then fill in the gaps as you said. For some of the more simpler animations I just work my way froward frame by frame though.
P.S. forgive my spelling/grammar, Im on my second beer. XD
Blocking is basically where you draw each of the lage motions of the animations first. Usually by drawing the first frame and the last frame you would like the motion to end on and a few frames inbetween (this part is called key framing) and adjust it until it looks like it flows evenly. Its more helpful in more complex animaitons but can be applied anywhere. Usually after you block out an animation you will tween it which is where you draw the small movements inbetween each key frame to smoothen out the animation.
Its extremely helpful, you can "animate' something that would usually take some 64 frames in say 8 to 16 frames and make sure it looks good before drawing the other 75% of the frames needed to make it look smooth.
I have heard that term before but I never consciously thought about it. But It would not be the first time I ended up using some technique without realising it was a thing.
Yeah its a bit to work with but it takes time. Do you know about blocking? Its super important when animating anything and may also help with how you compose your animations.
Thanks, I was aiming for Sega CD FMV style. I didnt post them here because I was unsure how accepting admins would be about some of the backdrops being very cheaply made (in an attempt to capture cheap anime backdrops).
Yeah thats basicly my workflow as well. The Aesprite interface is.. well something between interesting and frustrating. It does what it needs to do but sometimes I find it hard to get it to do what I want.
What I did here was to have 60 frames to begin with. All I needed to do now was to make sure the animation loops are all 6,10 or 15 frames long and it would sync up in the end. Most of this animation is actually a 10 frame loop. The speech bubbles are 4x 15 frames and I think the cats mights be only 6.
Those are some impressive animations you did there btw.
Some tips I moved over to aseprite form 3D animation was to keep each frame at 50ms and each animated object in its own group or in this case layer so you can work on them independently from others and adjust their positions on the timeline or how many frames they span. Its a bit tough on Aseprite since theyre not geared heavily enough towards animation but its possible.
Here are the first real animations I ever did in Aseprite and I used the method I mentioned above to do it.
https://www.patreon.com/posts/tsuzuki-fan-art-30780982
(The animations wont play on Mobile Patreon so youll have to view it on a computer)
Aseprite, I sometimes doodle on Krita as well. PS was never an option for me due to the price and me running Linux.
Yeah, it was a chore to get it all to sync up and loop properly.
Very interesting, there's a lot of different things going on all at once in just the one scene.
Heh, I guess one gets used to it. ill have to figure this out properly some day. XD