On the subject of further reading: https://docs.krita.org/Gamma_and_Linear
is a nice graphic illustration of color mixing, and particularly why painting with lowered opacity, or taking two sets of sRGB values and averaging them, is often not good (dull or outright wrong looking). Posted particularly for its relevance to 'Color space' and 'Ramp'. (GPick is a good tool for exploring color spaces
, FWIW.. it also offers color scheme tools, which can be a help in understanding the warm/cool idea)
Warm and cold, AFAIK, are just this
-- ranges of light wavelength. In practice, color wheels tend to be used to simplify things. However, the color wheel posted by Mr Beast is just one color wheel -- the traditional painter's RYB wheel. Modern digital art programs tend to use an RGB wheel (ie. based on additive, not subtractive color); the wheel produced by HSV / HSL is one example of an RGB wheel.
The 'color temperature' idea is similar but more or less reversed
-- based on the visible appearance of stars and their relative temperature, AFAIK.
On a completely different topic: Where does line weight / balance fit into this? I was thinking about a few things, such as the contrast between
And also the typographical concept of "Color"
, which is essentially what dithering aims to achieve, but is also a key part (whether in pixel, traditional, or more general CG art) of conveying impressions of relative size.