@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…
There's a lot of things online that can generate a simple palette from an image, but the one in affinity photo can grab up to 256 colors from it. I assume photoshop has similar or probably more featured than that. The color gradient which gives a gradient both with value and saturation is found if you google color picker:…
pior's examples of gradients and universal palette inspired me. Here is what I've come up with for now, it might actually just be what I stick with. Since the motivation for this isn't to fit the game onto a floppy disk, but rather just for workflow simplication, here is a texture that works pretty well and gives you most…
Yeah, I am very much aware of the tech, I use it extensively myself. It's a fantastic way to make clean looking lowspec assets, or even blockouts to be sculpted/refined later. I guess the confusing part is that if you are at a stage where you need a lot of colors without optimization yet, then you might aswell start from a…
Well it's a single texture for the entire game. I do have to use material instances for anything that wants something unique beyond the texture. Like for example, I have an EnemiesCommon material instance, and a lot of enemies can just use that, but if I want to tweak the tint or add an overlay or whatever on some enemy,…
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…