Menu Models and Texture Tweaks
Grant Niesner
Space Station Concept Models
Inspired, once again, by the 2D menu interfaces by Dylan Valev and Emma Lowry, I spent some time designing and creating 3D concept models of our DNA and Stats menu machines. As with the Flux Warbler, these sophisticated devices will be located on the shiny new Space Station currently in the hands of our talented 3D artist, Robert Rose.
Breaking Up Is (Not So) Hard To Do
In an effort to break up and camouflage the tiled/repeating appearance of some of our textures, and essentially increase the visible resolution, I explored a technique in Unity’s Shader Graph to “marble” the UV’s. It can only be used with fairly noisey, grungy or organic type textures (grass, dirt, concrete, stucco, leather, etc.) but seems to work quite well over large areas and can be integrated effectively with our existing Trimsheet Materials.