This event is part of the March 2018 Class, "Creating Stylized Characters with Blender".
Like Dorothy, our characters have so far lived in a black and white world. This week we’re leaving Kansas and adding color. There’s many methods for creating our character texture(s) including hand-painting, baking maps that accent the painting process (great for the less painterly character artists), as well as photo-sourcing. There's also a couple different formats: Vertex Colors and UV/Textures. All things we will be discussing!
Just to say hi
silentheart00 thanks!!!
That's mean!
[Quickly calls Tim on the phone]
zzachzellman 8 bit color is 2^8 (a bit is on or off, 2 states), so only 256 colors per channel (R, G, B are separate color channels). 16 bit is 2^16, so even more colors. The human eye can detect over 6 million colors, I think. 32 bit color is not true 32 bit color; it's 24 bit color and then 8 bits for alpha. At that range, it's near impossible for the average Joe to distinguish between this red and a slightly different red. It's how much storage you give the PC to store a range of colors.
I always pick a darker color because the lighting will up it up in brightness
Thanks guys! I never know which one to pick when I render
16 bit give less banding when painting color gradients
Is the color depth, it stores more data and you can manipulate the colors much much more
Or the color depth thing?