Choosing Colors
A collection of color-selection tips that can make a noticeable difference in the quality of your finished look.
The 70:25:5 Rule
A widely used ratio for color schemes.
| Role | Ratio | Example |
|---|---|---|
| Base color | 70% | Hair, main outfit color |
| Sub color | 25% | Outfit sub-parts, accent materials |
| Accent color | 5% | Buttons, gems, highlight colors |
Avoid Pure Colors
Colors with extreme RGB values (such as pure red 255, 0, 0) are heavily affected by VRChat's lighting environment and world post-effects. In bright worlds they tend to saturate and clip; in dark worlds they often appear unnaturally vivid.
The Three Attributes of Color
Color is made up of three elements: Hue, Saturation, and Value (Brightness). These can be controlled in most paint software and Unity's color picker using HSV/HSL mode.
| Attribute | Meaning |
|---|---|
| Hue | The "what color" — red, blue, green, etc. Represented as a position on the color wheel. |
| Saturation | The vividness of the color. Higher values approach pure color; lower values approach gray. |
| Value / Brightness | The lightness of the color. Higher values approach white; lower values approach black. |
Choosing Hues
Group by Analogous Colors
Grouping adjacent hues (e.g., blue → blue-violet → violet) creates natural harmony.
Add Accents with Complementary Colors
Adding a small amount of the opposite color on the color wheel (e.g., orange against blue) draws the eye.
Unify Color Temperature
Mixing warm colors (red, orange, yellow) and cool colors (blue, cyan) makes it harder to create a cohesive impression.
Controlling Saturation and Brightness
Match Saturation Levels
A large gap in saturation between the base color and sub color makes individual parts look "detached."
Use Brightness Contrast for Definition
Varying brightness within the same hue creates a sense of volume and visual weight.
Account for Lighting When Choosing Colors
3+1 uses _LightMinLimit: 0.05 to maintain a minimum brightness even in dark worlds, and _MonochromeLighting: 0.5 to partially desaturate colored lights.
Reference the Original Texture's Color Range
When creating textures for new outfits or accessories, referencing the color range (saturation and brightness levels) of the original SA_CLOTH_A.psd or SA_HAIR_A.psd helps maintain visual consistency.
Areas for Improvement
| Situation | How to approach it |
|---|---|
| Too many colors | Limit hues to 3–4 and create variety through brightness differences |
| Uniform saturation throughout | Use low saturation for the base and reserve high saturation for the accent only |
| Overuse of pure colors | Mixing in a little white, black, or gray makes them blend more naturally |
| Weak contrast | Deliberately creating brightness differences produces a more readable silhouette |