"Greyscaling" isn't a technique you would look up with a Google search and find tutorials for...
The idea is that you create your textures in greyscale (or black & white), and the game would then apply your different colour selections through code. So you create one asset, that is then displayed in whatever colour the player has chosen.
Does that make sense?
Yes, Thanks.
But I still wish there was some kind of tutorial on this because it sounds mega complicated to know what level of black/white/grey you should use in the grayscale image at what parts. Like if you wanted to make an rainbow with some specific colors in mind.. how would you draw that in grayscale?
Also are you supposed to fit all unwrapped parts (Eyes, chest, plate armor, headband, hair, sun glasses and a 100 hundred things.. on just one UV Map?
I don't see how? And if you make more than one texture then it's going to cost performance.
And you can't stack unwrapped parts ontop of each other since you've done the grayscale for specific parts.