I think 90% of my gripes with how modern anime looks comes down to flat color design/palettes.
Non-cohesive, washed-out color palettes can destroy lineart quality. I see this all the time when comparing an anime's lineart/layout to its colored/post-processed final product and it's heartbreaking. Compare this pre-color vs. final frame from Dungeon Meshi's OP.
So much sharpness and detail and weight gets washed out and flattened by 'meh' color design. I LOVE the flow and thickness and shadows in the fabrics on the left. The white against pastel really brings it out. Check out all the detail in their hair, the highlights in Rin's, the different hues to denote hair color, the blue tint in the clothes' shadows, and how all of that just gets... lost. It works, but it's not particularly good and does a disservice to the line-artist.
I'm using Dungeon Meshi as an example not because it's bad, I'm just especially disappointed because this is Studio Trigger we're talking about. The character animation is fantastic, but the color design is usually much more exciting. We're not seeing Trigger at their full potential, so I'm focusing on them.
Here's a very quick and messy color correct. Not meant to be taken seriously, just to provide comparison to see why colors can feel "washed out." Top is edit, bottom is original.
You can really see how desaturated and "white fluorescent lighting" the original color palettes are.
[Remember: the easiest way to make your colors more lively is to choose a warm or cool tint. From there, you can play around with bringing out complementary colors for a cohesive palette (I warmed Marcille's skintone and hair but made sure to bring out her deep blue clothes). Avoid using too many blend mode layers; hand-picking colors will really help you build your innate color sense and find a color style. Try using saturated colors in unexpected places! If you're coloring a night scene, try using deep blues or greens or magentas. You see these deep colors used all the time in older anime because they couldn't rely on a lightness scale to make colors darker, they had to use darker paints with specific hues. Don't overthink it, simpler is better!]
At the start of this project all I wanted was to 'learn how to draw' using comics as a medium and the MDZS audio drama as inspiration.
I've come *very* far from making simple, 3 panel black and white comics, and I truly do intend to go even further. Thank you to everyone who cheered me on throughout 2023, it has been an incredible year in so many ways I never could have imagined. I look forwards to drawing throughout 2024 B*)
Apparently my most controversial Minecraft Opinion is that there are no ugly blocks and that any block can be pretty in the right context and environment.
found a baby yaku amidst the Sketchbook-glitch-corruption wreckage..... wondering if he flipped skin tones between black and red and everything in between until he saw his to-be-grandparents (and started mimicking THEIR skin tone....... )
I started playing Regretevator recently! It’s very fun, I’m enjoying it a lot! Since I’m in a hint of art block, I decided that I’d draw NPC’s as I meet them in game! Unpleasant was my first encounter so I’m starting there!
I went for a sheet ghost look, seeing at they’re flat! And of course I had to use comic sans, seeing as it is the Most Unpleasant Font! Haha
[ID: A digitally drawn page containing multiple drawings of Unpleasant Gradient from Regretevator against a purple background. Unpleasant is depicted as a floating piece of cloth reminiscent of a sheet ghost. It is colored using a gradient that goes from bright green, to bright pink, to brown. Throughout the page it is seen floating around, minus the bottom right image where they are seen entering an elevator and the top right where they stare down a Roblox avatar, making them sweat. The avatar is an anthro dog that wears a witch hat and an orange and black outfit. /End ID]