Page turn.
looks great! making the assets is probably a lot of work?
the white box area looks like it is outside of the normal triangular setup, is that a test?
The white squares are currently placeholder stuff, I've been playing around with having certain inputs on blocks only take certain items i.e., if you're building a Whatnot, and it needs a Foo and a Bar, then one of those inputs will show the Foo icon, and the other will show the Bar. I may not keep that.
Doing the modeling+mapping+texturing has been taking around 3-4 hours for each shape so far, but I'm getting faster.
I'm really happy about the triangular textures, gives everything a really interesting look.
How is it done? Is the texture real big in resolution containing lots of square pixels per triangle? Or did you find amore clever solution?
The way the triangle textures work is via a custom shader that changes how unity does texture sampling. Instead of square texels, it reinterprets the texture coordinates to make triangles. The actual texture is pretty low-res, each of those triangles on the blocks is a single texel. Here's what the factory texture looks like, complete with test patterns in the corners:
Will you add hexagonal holes instead in the future?
I like the textures, very unique!
Not really sure what you mean by hexagonal holes...
Tomorrow I'll probably have another build uploaded w/ more art, and you can see for yourself what's going on.
I mean the black hexagons for the input and output of material could look more like tubes if you alter the model for the machines. And i was wondering if you have machine models in mind.