CROSS — Forge & Field Material Palette

CROSS · Visual Direction · Material Palette

Forge & Field

A muted, medieval working palette for the pixel-art overlay — aged wood, oxidised metal, quarried stone and mossy herb. Decent over vibrant: saturation stays low, values stay earthy. One limited set is meant to carry nearly every asset in the game — raw resources, refined goods, gear, props, enemies and VFX.


The Shading Spine

Every sprite outlines in Soot and shades toward the shared neutrals — never a per-material black or white. That single ramp is what makes the whole set read as one world.

Identity Lives in Midtones

A material is recognised by its base hue below. Borrow Char for its shadow and Bone/Parchment for its light rather than inventing new darks.

Tiers Are a Ramp

Within Wood, Stone and Metal the swatches step Common → Rare → Legendary, matching the drop tables. Keep the hue family; shift value & temperature per tier.

Spend Saturation Sparingly

Only the Arcane & VFX accents and dragon-blood may raise their voice — and even they stay dusty. Click any tile to copy its hex.

00

The Shading Spine

Outlines, shadows, ambient occlusion and highlights on every single asset.
01

Wood

Planks, staves, bows, scaffolds, Sawmill props, fences, handles.
02

Stone

Keep walls, foundations, towers, golems, Masonry blocks & traps.
03

Metal & Coin

Plate armour, blades, shields, Forge bars, tools, currency, HUD.
04

Field & Beast

Herbs, crops, cloth, leather, potions, food, Alchemy & Tailoring.
05

Boss & Relic

Raid-boss drops and the rarest high-tier smithing materials.
06

Arcane & VFX

Spell hits, projectiles, weather, heal auras — the palette's only raised voices.
07

Rarity Frames

Item-slot borders, drop beams and inventory tags — desaturated on purpose.
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