Yeah, higher saturation and just higher contrast in general. Actually, the surfaces on this one have far more custom patterns and stickers than it might seem like from first observation, based on the simple color schemes: because of the bizarre idiosyncratic way in which color opacity overlays on specific equipment (nevermind ExEqs), it can often be very frustrating trying to very dark or very bright colors to work consistently across a design using particular pieces.
For example, those pauldrons are really vexing every time I want to use them in a design that requires sharp contrast, because they wash out the colors toward the edges of the simulated fabric. If you look closely, you can actually see where I've used stickers to overlay the edges (which becomes a headache in of itself because of the also wildly inconsitent coordinate system used to place stickers across objects, which have even less rhyme and reason...). I actually still have to dial those in a little bit more, which (as usual) will turn into a lot of trial and error busy work, because you can't use a rational system to plan it out, because of the insonsistencies in how the editor locates the stickers on the surfaces, and the often inscrutable rules for particular objects and stickers. Yeesh.
And there are similar issues to a lesser extent on other equipment I used on 'Dark Hart', while I had to use all eight stickers (we also need a higher sticker allotment) that I would have rather saved for ornamentation flourishes, in order to get that burnished white armor look. And even then, it was a tedious, way longer than it should be effort to get them overlapping in just the right way to get all the armor covered.
Basically we need true uniform color mapping and deeper and truly customizable opacity and overlay rules, so that we can get burnished and reflective or matte and dull surfaces on any object, rather than just having to work with the limitations of whatever arbitrary rule (or combination of rules!) were chosen for a given piece of equipment. Understandably, these were not a priority for somewhat budget-oriented development for SCVI, but this is one of those features that is going to be need to be there in the next generation if Namco wants this franchise to be thought of as one that really puts a premium on custom character content. Yeah, you can add it to the decent-sized list of features I've said something similar about here in the last few years, but this is actually one of the more important ones.
On the other hand, I'm also using some textures to smooth out the feeling of the surfaces on other elements of the design, or add a sense detaul, so that the overall level of granularity of the items match. It's funny, I feel like because of the bugs and peculiar design flaws of the editors, sometimes the more simple and less-busy looking creations actually involve just as much or even more surface work for designs created by really experienced CASers: it's just not always obvious from first glance.
Thanks! I agree: he just looks perfect for that animation, doesn't he? Very Wild Hunt, that guy! I actually had these two fighting as AI on the Caer Morein (sp?) stage for dozen rounds, just to see how they each look in motion, and man do they just look like they were meant to fight eachother with those styles on that stage! I usually don't take or share video of my creations (too time intensive for a hobby that already strains the value added to my life relative to the time consumed!), but I might make an exception this time!