Looking for artistic advice with dyeing items

FYI - This thread is not a discussion about the dyeing bench, or game mechanics. This is about color theory and artistic options.

My issues have to do with artistic frustration and the uses of color in CE. I’m looking for input/information/advice from people who have spent time digging into the aesthetic side of the game. I’m finding that most of the dye colors in CE are useless, that a whole bunch of them are visually boring and look the same no matter what you’re trying to put them on.

For example: When trying to put color on the Heavy armor set “Heavy Tasset”, etc. only 13 of the 81 dyes are different enough to be interesting. Brown, Blue, Green, Cyan, Red, and a bunch of others look a tiny bit different from each other, but not much, they all basically look like different shades of mud. Let’s say I wanted to dye a set of Heavy armor for 20 thralls so they would all be in the same armor set, but look somewhat interesting and different from each other. Well, I pretty much can’t do that because only 13 colors are actually interesting on the Heavy armor set, the other 68 are just bland and too similar.

Mind you, having 13 distinctly individualized soldiers all wearing the same armor set could be considered a lot of options some people, but it still doesn’t explain why most colors just look like slightly different shades of mud. I’m trying to figure out why simple, basic colors from the color wheel all look so much alike. I mean the differences between “Blue”, “Red” and “Yellow” should be pretty darned obvious, but for some reason they are painfully similar on many different armors.

I’ve been doing a lot of testing at a base I built in creative mode just to have a bunch of soldiers to test out different color combinations and it seems to me that the entire game is viewed through a yellow lense that washes out most colors which makes them bland and uninteresting.

  1. Am I overlooking something?

  2. Are there game settings or graphics settings that can make this better?

  3. Is this location based? I built my testing base in the desert portion of the Exiles map. It’s fully enclosed but it still seems to me that there is a nearly permanent yellow’ish wash over everything no matter what time of day I set it to. Whether it’s torches at night or the sun during the day, it’s like wearing yellow-tinted glasses all the time. Does the full palette of colors show up better in different parts of the map, or is that yellow’ish wash just part of the game no matter where you go?

  4. Since most of the colors in CE look like mud it makes it pretty hard to plan color schemes using color theory (the color wheel). Do you use some other template for choosing color combinations that consistently works well for you?

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The reason you don’t see much in the way of color changes is because the dye system isn’t a true dye system. It uses what many video games do with this sort of thing and applies a tint layer to the piece of armor or location on armor.

Conan Exiles has a pretty indepth system where we have up to four channels. Historically in previous games the tint would be applied to the whole piece of armor as one channel and while you could get some decent results with that. It was limiting in variety and expression.

But due to the system just being a tinting system not all colors are going to be equal. Not even the same color. For example, if you have some straps that you want to dye a different color. Say… a shade of Red. And you use Red dye. It comes out the way you want and you’re like, alright, now lets do this other strap the same shade of Red.

There’s when the issue might show up. Unless the two straps are the same base color and shade, using the same red dye won’t give the same results. The only way for it to do so would be to change the base color and texture of the straps to be similar.

When you have a color picker, it is much easier to match shades and colors of different pieces made of both different textures and material (like leather and metal). Its always possible, but its easier.

Because of different material types and textures, these items will look different depending on location and lighting as well. Its just a basic limitation of the system as well a limitation of the logistics. Ideally if you wanted everything to be consistent, they wouldn’t simply change the tint but change the texture for each dye. But this would increase the filesize of the game by the size the armors take up already times the number of dyes. That’s a pretty big number.

Instead we have one texture for each piece of armor (well two, one for male and one for female), and then a pretty heinous amount of dye options (options as in options for dyes, not the actual number of available dyes). In the devkit when assigning a color to a dye, there’s three color channels, one each for Red, Green, and Blue and you can get an exponentially great number of colors from that. Its why some mods can bypass the dyes entirely. They can tie into that system and simply bring those sliders from the devkit to the players in game and they can choose whatever color they want.

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You’re not overlooking anything, no amount of settings will change it.

From a purely artistic viewpoint I get what they are trying to achieve (or perhaps inadvertently) and that is that colour will look different depending on what type of material is being dyed. The shades, tints and hues often will be muddied. Add in to this that armour tends to be made of animal hides, bone and rough metals and those will be earthy hues.

I think at some point along the way, wires got crossed and the dyes might not even be working as intended, such as orange looking like yellow and vice versa. Or completely muddied so it’s all just brown. I am not sure what type of systems they’re using in the programming and it’s probably bugs.

If we’re thinking purely irl, warm and light tinted colours tend to get that muddied appearance in general unless your base material is a pure white. Also, if the medium you’re using has too much translucency (probably wrong word for textiles) it won’t elicit the desired vibrancy in hue.

Some of the vibrant outliers tend to be Full versions, green, blue, purple and yellow. They are probably way too vibrant but much more obvious in difference.

Now the question I always wondered is: should the game care about this type of immersion?

I am no expert on textile but I am a designer/artist that has studied colour theory. @Barnes would be able to explain more on textiles in general.

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Not to repeat to you personally, I’ve said this before, the thing that brought me back to Conan after dropping it in April 2017 was seeing VintageBeef (LOVE that guy!) try and fail to dye some things. At that moment I went “aha, I know theees.” And then instantly geeked out with all the ways to make our limited wardrobes look smashing. The trick was to take your medium armor (as was the OP stuff) and make it look unique and lovely, or fierce if you’re way too serious.

Without getting into IP or minutia, depending on the material there are kinds of dyes you can and cannot use, per material. The identical lizard-green wool dye will make a white cotton t-shirt look dingy grey-green and ultimately wash out. Same and more goes for leather, these all require specialty dyes, specialty fixants, techniques and expertise. I really felt like they had and do have a great foundation.

They had me at cochineal. :heart_eyes:

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The only argument I have with the cochineal in game is that I’ve never seen it stain my character’s fingers, lol

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Is binders the right word to adhere to certain materials? It’s called that for artist paints.

Every time a new armour set came out I’d test my favourite colour combinations on it to see the results. When I finally bought the entire DLC (availability at the time) I had a couple of days of just testing XD

Kind of like how I test with new paint brands. I do swatches, testing opaqueness and techniques on different substrates to see what happens. So transferable lol

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People say “fix” or “fixant,” but those are unspecific terms. Like calling bacteria “germs” or insects “bugs.”

In one method alone, we use van der Waal forces and ionic bonding in a very specific dance with hydrogen. Having a chemistry education was helpful in interpreting some 120-year-old recipes, in our creating layered colors, swirls and dyed-in textures, including color-shifting. You may have heard of mordant or chelating as a process.

Binders are what our Dye Master stores her handwritten recipes in. :smiley:

My first set of steel armor, back before 60 was Level Cap, was red and gold with various accents. It took me a week of trying just to get it right. In those days I refused to use Control Panel or SP, it was all live on the server. Many of the times the clans on the server were worrying about my whereabouts, I was gathering more dye mats.

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After several attempts to dye the Barahan pirate’s jacket, I stopped dyeing clothes altogether :rage:
Exceptions are white and black paint; sometimes it turns out beautifully, for example, painting the black fur of the armor of a Pictish chieftain white.

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Ayep.
It’s just so apparently random whether something will take dye (Poitain Heavy) or mostly reject it (Stygian Halter top).

This one sympathizes.

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I’ve been torn on whether to reply to you, but let’s give a shot and see how it goes.

It’s only fair to start by addressing why I’ve been holding off. The very first sentence of this thread said, “This thread is not a discussion about … game mechanics.” So what did you write? 7 paragraphs about game mechanics. I mean… it should be obvious that replying with the exact thing that was expressly excluded from the discussion is, at best, patronizing, and frankly a bit insulting. I took pains to make it clear to everyone that I was looking for “artistic advice” to make up for the failings of the color system, not a technical discussion of why these failings exist.

Having said that, in your posting history you always seem to write/discuss/argue in good faith. I get the sense that, even when you’re talking down to people, that’s not your intent. However misguided your post was I think you wrote it in good faith, and that counts for something.

So… since the core aspect of this discussion is, for all practical purposes, completed, it’s time to move on.

I’m going to go ahead and engage with your post and talk about the underlying mechanics. From here on in, I’m not arguing or debating with you, or against you. I will be quoting you, because some of the things you said are helpful in making my case, but I want to make sure there’s no confusion or ambiguity, nothing that follows is me taking issue with you in any way, I’m just moving on to discussing the mechanics of coloring in Conan. Really who I’m arguing with is FunCom, I’m just using your explanation as a good basis for explaining to FunCom why I think their system fails to meet the desires of most players.

The core of the problem is that “the dye system isn’t a true dye system”, that fact is what makes it unenjoyable for so many players. I won’t say it’s “most” players, because in survival games many people (especially on the PvP side of the game) mostly care about coloring their armor as camouflage or simply don’t care about it at all. But for the portion of the player base that wants to take advantage of coloring their armor and the armor of their thralls (and again, I don’t know that that percentage is, but we know this demographic exists in the game), the coloring system is pretty bad.

Even among people who enjoy coloring stuff in games, they don’t want the coloring system to be a non-stop puzzle game that requires them to delve into the details of how colors and textures work. What people want to know is that “blue is blue” and “orange is orange” no matter what they put it on.

While it’s obvious that the game developer needs to have a sophisticated and nuanced palette for coloring all of the objects, NPC’s, etc. in the game most players don’t need or want that for their own uses. What they want is for the coloring system to be intuitive and easy to use. They respect complexity for the developer’s creations but want simplicity for their own. There are a few exceptions to this idea, for example @Barnes who, by his own description, likes to “nerd out” with the coloring system. But by and large people want a coloring system to be intuitive, obvious and easy to understand.

Relying on the very basics of color theory there are about 16 colors that matter to the large majority of players (and by “players” I’m referring specifically to the percentage of players that cares about color in the first place, my use of “players” excludes anyone who has no interest in coloring regardless of what system is used).

The colors that matter are the 3 primary colors, 3 secondary colors, 6 tertiary colors, black, white, brown and (maybe) tan, for a total of about 16 colors. The fact that we have 81 dyes in the game is painfully superfluous to most players, a problem that’s made even worse by the fact that most of them don’t work the way the average player wants them to.

What players want is for the game developer to take into account the fact that, “Because of different material types and textures, these items will look different” and to create a color system that overcomes the issues of types and textures and provides the player with a consistent look & feel no matter what they are coloring. If a person is staining some wood, dying some fabric or coloring some leather in real life they understand that these are important considerations. But in a game they want the game to take care of those problems for them.

Considering that this is only needed for about 16 colors, it wouldn’t be that big of a number. The fact that we already have colors in the game that work like this demonstrates that it’s not a problem. Colors like “Deep Sea Green”, “Blighted Green”, “Sky Blue” are remarkably consistent across most materials (and of course the “Full” colors), so it’s pretty obvious that making colors behave this way is not unduly burdensome for the game (nor for the filesize of the game).

If the game implemented the 12 colors of just the basic, simple version of the color wheel plus the other 4 colors listed(and gave them all obvious, intuitive names) that would meet the needs of the large majority of players who want to use the color system and it would not cause any real problems, file size or otherwise.

Instead, we have a coloring system that’s inconsistent, undependable and alienates a lot of people who would like to enjoy it but find it pointlessly complicated and uncooperative. Sentiments like “It’s just so apparently random whether something will take dye” are the norm when people try to play around with color. Instead of a color system that enhances the game experience of players, we have a color system that irritates and alienates most of them.

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When you allow for 12 or 16 different versions of each armor, you increase the amount of effort and filesize the armor takes up by the same magnitude.

That’s not feasible.

Its why I suggested we simply get a color picker so that the players themselves can pick and choose colors out of the entire spectrum available in Unreal.

Right now if you have a piece of armor and wish to color the straps on the chest the same as the legs, but the straps on the chest and legs are a slightly different material. The colors will likely mismatch. To do as you stated would require the developer working on it, to finely tune it for each of the 12 colors so that they match.

I wouldn’t be as simple as setting up 12 colors and then applying them to each dye channel. They would have to move the sliders around, test it in different lighting conditions, and make sure all parts match where you think they should. But then there’s a problem. That developers’ eyes may not exactly see the colors in the same way you do, or the same way I do. The lighting they use for testing may not be the lighting we consistently find ourselves playing in because of our playstyle or base location.

So its not a perfect system. And no system really is admittedly. But The problem is the effort on the developer’s side of things yielding a benefit that doesn’t match.

Meanwhile the effort to give us a color picking system is relatively easy and allows a near infinite amount of choice to the players. Giving that effort an extraordinary amount of benefit.

It comes down to one of choice on the devs on whether or not they wish to go that route. Given the amount of joy such systems give players when they interact with a mod that does so, I would say its a win win scenario.

And yet, for all intents and purposes it’s already being done with at least a few colors (see the examples I gave above). Whatever solution they implemented for those colors is working, if this isn’t specifically how they solved the problem for those colors then I don’t care what method they used. A solution is a solution and obviously they’re within their rights to solve the problem using any technical solution that’s at their disposal - as long as the results are intuitive and easy to understand for players.

Sure, a win-win scenario sounds great. Again, don’t care what the technicalities of the solution are, just as long as they understand there’s a problem that needs to be solved and the solution they offer is intuitive and easy to understand.

I for one feel a little chastened about not having given you dyeing advice, and I hope you’ll accept my explanation and apologies. It was not my place to derail your thread by telling you all the mystical discoveries I’ve made about the colorants and the materials’-specific ways the dyes actuate.

This is why I didn’t offer any advice because to me it’s more of a “seeing where the devs are going” with the colorants, and thus finding less frustration.

Leaving aside the obvious and glaring issues with male/female outfits and outcomes, are there any project outfits you’d like me to focus on? I personally like to mix my sets for dramatic effect.

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From my perspective, your reply was good. The reason you joined the thread was that @Kikigirl summoned you (using her powerful @Barnes spell) which lead you to recall a fun memory and tell a story. Sure it was a digression but digressions and tangents are part of good discussions.

Thank you for that kind offer, but funnily enough I don’t need it any more. I solved it in my own bull-headed way.

Since making that first post I jumped on single-player, made a raised platform in creative mode, spawned whole bunch of thralls & armor/clothes (like a whole bunch, enough to drop my frame rate in that base) and stubbornly brute-forced my way through trying many, many, many things and making a spreadsheet of what I like & dislike. Now I have a bunch of pre-configured combinations that I can use at-will, and a list of 47 dye colors that I’ll dump on the ground and never look at again. I wouldn’t exactly say it was 20 hours “well spent”, but at least I won’t be irritated every time I try to dye something going forward.

It’s a pain-point that FunCom should never have allowed to exist but until the time comes that they overhaul the coloring system I have my spreadsheet to save me from my own personal pain.

The moral of the story: Everything’s better with spreadsheets. :slight_smile:

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And swatch sheets!!

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If you are willing and it is not too much trouble, I’d be interested in viewing this spreadsheet.

Use a colour wheel if you want to know which colours complement each other

That’s pretty much the whole point of this thread. If the colors are not consistent then the color wheel doesn’t matter.

If you decide that you want to use a complimentary or triadic color combination you will very often find that the colors you have chosen don’t look the same on a bunch of different armor sets.

Let’s say you choose an split-complimentary color scheme (blue, green and red-orange), that’s two primary and one tertiary color. You want to be able to apply that color scheme to a variety of armor types for your different thralls, one armor for archers, on armor for bearers, one armor for fighters, plus a fourth type of armor that’s your personal set because you are the leader of your thralls and you want to look different from all of them.

Well good luck to you making that color scheme look good on all of the different types of armor you want to use. Blue doesn’t look the same on all armors, green doesn’t look the same on all armors, red-orange doesn’t look the same on all armors. You cannot depend on the colors to look consistent without spending time experimenting with different armor types. You might find yourself forced to choose between the best armor and the armor that looks good, becuase some colors look bad on some armors.

Knowing the color wheel doesn’t solve the problem being discussed in this thread, instead knowing the color wheel exposes what’s wrong with the coloring system that needs to be improved.

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