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File: Shota_3.7.png (1.12 MB, 1763x806)
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Never Work on Stylyzed characters before so as result i face a problem: "Texturing", have no idea about color theory or any case how to define colors right for character design, any design help/advice?

Any resourse, book or references like: overwatch, disney, etc

Have no idea how to do this shit right, never done concept art or drawing before either. Been working only with references or concept art directly before.
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>>679520
I remember official guide on colors for DOTA skins. There are some good advices except for ones that are specific to camera angle of the game (dark bottom, bright top).
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Nice character but why is the area between his chest and hips like twice the length it is in real life?
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>>679521
>There are some good advices except for ones that are specific to camera angle of the game (dark bottom, bright top).
how is that specific to the camera angle? when does dark colors look better on top? even clothes IRL look better with bright at the top
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>>679520
Valve has some publications on how they did TF2, they also talk a bit about coloring.
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The valve dota one is very good, this allods one is also pretty good, but for handpainted stuff in general

https://stylized3d.80.lv/
https://support.steampowered.com/kb/9334-YDXV-8590/dota-2-workshop-character-art-guide
https://support.steampowered.com/kb/8700-SJKN-4322/dota-2-character-texture-guide
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>>679531
What I meant was value gradation light to dark from top to bottom. Read articles other anon has provided hopefully you'll get it.



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