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"new" Color Saturation Looks Plastic-Esque


JuanDeages
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I personally don't mind if the intention of yall's colors was to be darker, but the glossy property that EVERY color has now makes all my frames look like toy soldiers. I use saturated classic, classic, and smoke, and regardless of which pack I choose (including my Saryn who is default except the energy color) it has a glossy appearance. I think this change is most apparent on my Saryn, who i previously felt looked fine by default.

 

Before: http://steamcommunity.com/sharedfiles/filedetails/?id=287750590

 

After: http://steamcommunity.com/sharedfiles/filedetails/?id=291441580

 

Could we possibly get a middle-ground between what we have right now, and what we had previously?

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the darker colors seem to come up too black to even be what the color was intended to be.

 

On a sidenote, I do not know how I should feel about the classic saturated pack anymore, if every other color looks like it now.

Edited by RockCambo
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Dont forget that DE had said that they would be releasing a more muted color pack that shows the older colors. 

This isn't a complaint of losing colors, it's a complaint that many of the new colors look, well, bad, whether by the 3d mapping on the frames itself or the new (intended) saturation. I feel Kubrows look a whole lot better, the grey just looks ugly.

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Isn't the issue here the "material" that the color gets applied to and NOT the color?

If it looks like plastic it's because the reflection/absorption of the material it's applied to is meant to reflect like plastic.

 

If you ever messed around in a 3D modelling tool and picked different materials, that's what sets the base.

 

What am I missing here?

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Isn't the issue here the "material" that the color gets applied to and NOT the color?

If it looks like plastic it's because the reflection/absorption of the material it's applied to is meant to reflect like plastic.

 

If you ever messed around in a 3D modelling tool and picked different materials, that's what sets the base.

 

What am I missing here?

 

I'm not sure what the full scope of the changes are, but either way, I don't really like how it turned out.

Edited by JuanDeages
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I'm not sure what the full scope of the changes are, but either way, I don't really like how it turned out.

The changes changed just the color, but DSpite is right in questioning the 3d mapping. The colors may be correct now, and the surface of the frames are not complimentary. For most people, this is for the devs to figure out and for the people to tell what they see.

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The changes changed just the color, but DSpite is right in questioning the 3d mapping. The colors may be correct now, and the surface of the frames are not complimentary. For most people, this is for the devs to figure out and for the people to tell what they see.

 

Do you happen to know of any examples of how the mapping can affect the appearance of the color?

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Do you happen to know of any examples of how the mapping can affect the appearance of the color?

It's actually a very much researched topic. 

 

Here's some links:

 

http://proceedings.spiedigitallibrary.org/proceeding.aspx?articleid=811082

http://www.journalofvision.org/content/10/9/19.full

http://www.ncbi.nlm.nih.gov/pmc/articles/PMC3100777/

 

I know that these are all sciency and are hard to understand, but basically many factors such as glossiness, skew, and reflection affect color perception. If the material was unable to reflect because it was a piece of wood, it would look different in color than if the wood could reflect, same if it was facing forward and then turned sideways. Glossiness makes colors appear darker. If say the 3d mapping wasn't flat but instead 'pocketed' with a lot of bumps and grooves like say, a golfball, the color would appear less matte on the object. Or it became shiny like a golf ball, it would appear darker and 'thinner'.

 

I know it is tough to explain, and unfortunately I can not find any specific examples, that follow this theme, but I do have some things you can look at.

 

http://www.ncbi.nlm.nih.gov/pmc/articles/PMC2538579/figure/F1/

http://www.ncbi.nlm.nih.gov/pmc/articles/PMC2538579/figure/F3/

http://www.ncbi.nlm.nih.gov/pmc/articles/PMC2538579/figure/F8/

 

These focus more on glossyness and reflectivity.

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It's actually a very much researched topic. 

 

Here's some links:

 

http://proceedings.spiedigitallibrary.org/proceeding.aspx?articleid=811082

http://www.journalofvision.org/content/10/9/19.full

http://www.ncbi.nlm.nih.gov/pmc/articles/PMC3100777/

 

I know that these are all sciency and are hard to understand, but basically many factors such as glossiness, skew, and reflection affect color perception. If the material was unable to reflect because it was a piece of wood, it would look different in color than if the wood could reflect, same if it was facing forward and then turned sideways. Glossiness makes colors appear darker. If say the 3d mapping wasn't flat but instead 'pocketed' with a lot of bumps and grooves like say, a golfball, the color would appear less matte on the object. Or it became shiny like a golf ball, it would appear darker and 'thinner'.

 

I know it is tough to explain, and unfortunately I can not find any specific examples, that follow this theme, but I do have some things you can look at.

 

http://www.ncbi.nlm.nih.gov/pmc/articles/PMC2538579/figure/F1/

http://www.ncbi.nlm.nih.gov/pmc/articles/PMC2538579/figure/F3/

http://www.ncbi.nlm.nih.gov/pmc/articles/PMC2538579/figure/F8/

 

These focus more on glossyness and reflectivity.

Saturarion is the problem besides the glossiness.

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Saturarion is the problem besides the glossiness.

Perhaps, I was just answering the question of how 3d mapping can influence color perception. I do not know if colors can appear to be more saturated with certain stimuli, so I do not know if a change in 3d mapping would improve upon that.

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Perhaps, I was just answering the question of how 3d mapping can influence color perception. I do not know if colors can appear to be more saturated with certain stimuli, so I do not know if a change in 3d mapping would improve upon that.

I don't know either but whatever Steve did, did in fact changed the saturation of the colors not the glossyness, and glossyness is now more annoying because the color base is more saturated, and that leads to more contrast in many cases, i think that people complain about the glossiness because it is more visible now, but the real change and what is actually uglier now is that all colors are exploding of saturation you can even notice "bleeding" in many colors because of it.

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I don't know either but whatever Steve did, did in fact changed the saturation of the colors not the glossyness, and glossyness is now more annoying because the color base is more saturated, and that leads to more contrast in many cases, i think that people complain about the glossiness because it is more visible now, but the real change and what is actually uglier now is that all colors are exploding of saturation you can even notice "bleeding" in many colors because of it.

Bleeding? I wasn't aware that was an issue. It really sounds like saturation needs to be turned down a few notches then... things don't just appear to bleed, they bleed.

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