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Outline how you approached the creation of textures and materials here. Mention things like atlas design, colour selection, and PBR structure. Speak about why you made these decisions and how they relate to the projects art direction and technical goals.

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Textures were basically mostly stylized, I avoided using PBR textures to avoid the mentioned issue of Uncanny valley.

Also ATLAS were heavily used on every scene. Some hero assets had their own material and texture assets, like the robot, the floor and arches on the core scene.

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The Building blocks scene, I built it to have only two materials, one with multiple colors ATLAS that allowed to script moving the UV to a different block to change the color of the block as you dip it on the paint bucket

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For the Skydome, we used some of textures provided by Unity, or built ourselves what needed, if it was a simple white room

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Some if the VFX material used for the particles(either from unity or created in photoshop)

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