vent
💙: What are the dimensions for your anthology project?
👤: I dunno, just normal size, 8.5x11 I guess.
💙: Are you sure?
👤: Yeah, just regular size.
💙: (spends 10 minutes opening files) Your submissions aren't that size or ratio. Your submissions are 6.875" x 10.483", which is NA comic size.
👤: Oh, okay, so use that.
... Just once, I'd like to not be in an authority role on these things.
vent
@xinjinmeng Aaaaaargh, this. And from the other side as well: When I was doing conbook stuff I would provide proper dimensions to folks and then get the wackiest shit in return because they never passed the info to the person who needed it to do their thing. Or, if they didn't ask me, they got bad info from another random staffer who Just Wanted To Help And Anyhow Wasn't It That Size Last Year?
sigh, hits the bong again
vent
My condolences. I gave up explaining RGB vs. CMYK long ago. Clip Studio Paint isn't helping, since all its color conversion is a HOUSE OF LIES.
re: vent
@xinjinmeng @ElectricKeet I worked in print labs for about a decade and I can confidently report that colorspaces are a mistake and full of lies and witchery and we should all go back to black and white like in old TV.
re: vent
@Soreth @xinjinmeng I've been watching a thread on the Libretro (RetroArch) forums with folks hashing out exactly what the fuck was going on with CRT-era colorspaces and why basically nobody ever built to the standards.
Color is weird, yo.
re: vent
@xinjinmeng @Soreth Here's one for you: for many early videogame consoles, colors weren't stored anywhere as direct RGB values.
Some systems had fixed palettes of bewildering design (looking at you, ColecoVision and TI-99/4A and the like).
The Atari VCS and NES (not PlayChoice or PAL) did this, but with a much more organized palette based on the way the NTSC color signal works; they based palettes on the degree of color carrier phase shift (hue) and a range of luma values!