Introduction to Values!
Following the iterative process and coming to a conclusion on my final design, it is time for me to run through the colour iteration process, leading to my final proof of concept being ready for me to start production in E2.
Firstly, I started with an improvised value sheet, based on what I assumed would be the correct values for the characters to have. Originally I intended to use these values to figure out my colour palettes, but alas there was an issue with this; incorrect values lead to incorrect colours when you apply the colour layer to the value layer, and this was a problem I faced, meaning I had to change my approach.

From this, I had a point of reference at the beginning of this process, ready for when I chose my final colours, in order to help me understand and expand my knowledge of colour and value theory. To start, I worked on the Monstera’s colours, and used an array of different methodologies to find different palettes.
Introduction to Colour!

As you can see, there are seven different variations, including the original base palette that was experimented with. The original palette was made based off of photos and key references from my moodboards, resulting in a more accurate palette when compared to the sources. The six different variations were consistant amongst all the different characters colour variations.
These are; Var1: 1 layer Hue Adjust – A variation where the original colour palette is merged into one layer and hue values are changed in each colour channel (Red, Green, Blue).




Var2: Individual Layer Pastelization – A variation where each individual colour layer is taken and Hue Adjusted, but to a point where the colours appear more pastel and bright, making use of small doses of saturation and large brightness adjustments to achieve this result. This is mainly done as the most extravagent and dynamic variation to see where the original palette can be pushed in order to understand the maximum scale of variety a colour possesses.
Var3: Primary Colours Complimentary – A variation where the colours primarily used on the body, outfit and weaponry are changed to the complimentary counterpart.
Var4: Analogous + Monochromatic Hue Adjust – A variation where the hue is adjusted based on the Analogous and Monochromatic colours assigned to the character to look brighter and appear more vibrant.
Var5: Analogous Body + Monochromatic Weapon, Shield & Lineart – A variation where the primary colours of the body and outfit are of an Analogous relation to the original palette, followed by the features/characteristics being defined by the colours of the Monochromatic relation to the original palette.
Var6: Lineart Colours Complimentary – A variation where only the lineart is changed to the complimentary counterpart, in order to see and understand if it possesses strong chemistry with the original colours.
With all these iterations, it allows for much more experimentation than if I were to just adjust hues only (as I have done in previous work), and gives me more opportunity to find a palette that I really enjoy and wish to persue. From the monstera, we move onto the colour testing stage for the Aeonium.










Var3, 5 and 6 were all arranged and performed by hand. Attempting to recreate the Analogous colour for the Aeonium on a hue-slider specifically was a challenge, but it did end up to be one of my favourite colour variations, however a bit too saturated. Following this was the Aglaonema.





I really enjoyed Var1 for this concept, considering the nature of it being a supportive character with the white and red colour scheme seeming to work out perfectly. However, I did note that this was the character of the Aglaonema PINK Star, and therefore had to ensure that the colour of the plant was pink. Sadly it means I couldn’t utilize this colour variation despite my upmost temptations to do so.
Final Colour Palettes – Proof of Concept
To conclude my E1 work, I had to make my decisions on the colour palettes and confirm them, with a following value sheet to adhere to. It was also at this time that I gave the characters names. The Monstera is named Ebony, the Aeonium Ganymede, and finally the Aglaonema Ivory. Admittedly the only justification I have for these names is their similarities to plant-features/ natural presence. However this is just inferred, I personally enjoyed the names and believed they fit with the assigned characters.



It can be argued that there are some similarities with the proposed values and finalised values, but ultimately the differences are more prevalent. In regards to the colour palettes, I enjoyed Ganymede’s original palette the most, and also believed it to fit in most appropriately with the cultures and research that I had done throughout this process.
However, I was able to apply my variations to Ebony and Ivory a bit more, as whilst the originals were nice, there was still something missing about the colours. In regards to Ebony, the plant colour does convey the ancient message due to its low contrast and relatively impartial brightness, alongside much darker elements in the weapon and shield. Ivory made use of the pastelized palette, considering its nature of it being a supportive character, more pastel and brighter colours can help to convey that sense of safety and reassurance, whilst also not being incredibly saturated and overwhelming.
Overall, this concludes the work that I have done for E1 of Final Major Project, and now we push into E2, starting with the character sheets and mannequins that I will require for the sculpting process to begin. However, for now, its the holidays and to prepare myself to work as hard as possible in the new year, I need to take a break. Many time constrains have left me with a lot of crunch and stress, and I need to work that off before taking more in, so for now; Merry Christmas, and a happy new year!