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next%20gen%20murlock.blp

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
An Advanced specimen of murloc breed who have developed a very defensive armor, their skin.

After years of hunting there species have outsmarted and outnumbered their main species, the night crawlers.

(Please excuse by phone, the path should have forward slashes not backward slashes)

Keywords:
Murloc, king, master, race, eveolved.
Contents

Nexus Murloc (Texture)

Reviews
17:41, 10th Apr 2013 Kwaliti: This seems like a color palette. None of the colors are coordinated well, absolutely no definition and shape and the shading is too poor. Unfortunately, rejected.

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M

Moderator

17:41, 10th Apr 2013
Kwaliti: This seems like a color palette. None of the colors are coordinated well, absolutely no definition and shape and the shading is too poor. Unfortunately, rejected.
 
Level 28
Joined
Aug 7, 2011
Messages
1,638
No.. hehe, not less color, just not so bright.. and a bit more saturated :D

less color --> less opacity --> transparent TLI Inferno, but I know what you meant to say :)

Now, in a skin you need much contrast. But not contrast in colors, just in color "power?" (very dark to very light)

Cuz color contrast is too Shouting, it takes all your attention and disturbs your eyes. What you need to do is make a skin with different colors but close ones, and not so Hue-Saturated (+) - for exampl: orange matches with red and yellow, blue with green and purple, BUT purple doesn't match with green - at least not that cool, so if you're gonna make a blue creature - choose only 1 of the colors close to it and make variations - Blue-Green 0 255 255 (RGB), Blue-Green 0 150 255, Blue-Green 0 255 150 etc.

And try to avoid color contrast like red-blue, green-purple, etc. You can use them but not too much. Red-blue is really good when you want to "center" the attention of the one looking at your image - for example, 2 mages with Brown robes and a bit saturated, gray, casting a fire and an ice spell to each other - your attention goes right to the Red-Blue mess in the middle, you focus the eye of the viewer to the place you want it to be... but that is only for pictures. In skins it is good to avoid this "attention taking trick" and make everything a bit saturated and dead, yet, still not saturated as the environment around it. Actually, the whole skin is your Attention Spot. Not a part of it. All of it. And it STILL shouldn't be too eye -catching. If you're gonna use red for example, don't use (red green blue) 255 0 0. Use 160 0 0. And use like 255 0 0 red on the places where the light hits the skin/metal/whatever you are painting. And when you make such "light effect" stuff use 255 120 120, to make it go more to white and less to red. Also - when you darken some areas, like the inner side of the skin of his hand (which falls under shadow) don't use (red example color) 50 0 0, make it 30 30 30, to get more to gray and black. Etc. :)
 
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