Like this for example: The only way I can see to make something like this is manually by making a lot of boxes and filling each one. There has to be a quicker way, right? There are some palette generators online but they only produce a handful at a time and seem geared towards home decor. I'd like to be able to designate a…
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…
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,…
That's a pretty cool idea indeed, and could be a handy compromise. If anything one great side effect of this technique (as a whole) is that changing things down the line later if needed is really easy. I recently had to revamp some of my source textures in order to unify a bunch of assets (completely changing the location…
@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,…