thanks @pior i just making it up as i go along. you are right, at this stage having an actual palette texture isn't needed, i just just figured it would be the simplest thing to start with. But there is a lot of good ideas I can look at in your post too, it's a good idea to have some gradients there in the texture as well,…
Well when bringing in a reference image you could for instance create little dabs where you want to extract the colors from. Overall what I am trying to get at is that going for a "real" palette directly can prevent this kind of flexibility. But that said it seems to clearly work well for you, so my point is moot really :D…
@pior it's for making a texture to use for game assets. For example a 256x256 image that has X amount of unique color swatches. If you are familair with the popular Synty asset packs, I believe they do a similar thing. For a flat color art style, uv shells are just scaled way down and placed over a color swatch. If it was…