solved - easy way in affinity photo is to open the swatches panel, then in the options you can import a palette from an image, and you can set up to a 256 color palette. So you can composite a few images together that have the colors you desire. Then just set the display size of the palette to large and screenshot the…
dunno if it'll speed things along a bit but aseprite will create a palette from an image you load and then let you save it out to png or whatever. iirc photoshop can do this too. (example attached) i imagine you could use that to filter out the final result as well
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…
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:…
I don't know if this method is good or not performance-wise; I'm assuming one gradient texture is more performant though and complex materials less so. Have you thought of assigning material instances to individual mesh components, and just using a colour vector parameter? This will allow you to change colours on the fly,…
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…
I must say I do not understand the original question (and I do use such palette textures, a lot). What do you mean exactly by *making* them ? Making such a palette usually means ... well, building it, by filling the slots (regardless of their size : 1 pix or more) with the specific limited colors that one needs. I don't…
Should i delete the links then?(u wud have to also since you quoted) pior's comment made me face palm, how could i forget that! i got used to the save for web gif version... :(
You could (in theory) encode all your colours/gradients as a curve or 1dLUT , mark up the various different "material IDs" with vertex color and offset them with parameters on the material instance to index into the curve. bit of a waste of effort though imo :D
@pior i thought about using images directly but the only thing is that then i have to scale a uv shell down to a single pixel, otherwise I think it can pick up multiple colors? I know that I've seen you mention a workflow like this before, just wanted to explain what I am doing completely for the sake of clarification and…