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Planar Compass - Flow Weaver

Video showing the compass opening and close ups of the Flows.

Packed Noise Maps - these maps all have custom noise data in all 4 channels (RGBA - A is excluded in this image so the other channels are easier to see). The shader takes one noise map and animates the channels on top of each other.

Packed Noise Maps - these maps all have custom noise data in all 4 channels (RGBA - A is excluded in this image so the other channels are easier to see). The shader takes one noise map and animates the channels on top of each other.

Planar Compass - Flow Weaver

The planar compass from the VR escape room Flow Weaver. It functions as the player's navigation and spell menu.

Breakdown
Shaders
I created three custom shaders: one for the world orbs, one for the rings/3D world icons, and one for the dream orbs at the top. They take noise maps that are scrolled on top of each other in different directions/speeds to produce an ephemeral feel. The colours/blending values are separate from the noise maps giving increased flexibility.

Textures
The rings, labels, and lines use an alpha texture created by Flow Weaver's Art Director, Jeff Flores. The noise maps were generated and packed by me in Substance Painter.

Meshes
Most of the meshes were created from scratch in Blender. For the Shadowrealm fingerbone and Skybridge crystal I edited/UV'd meshes we had.

Animation
I created several rotation/translation scripts so the compass could be procedurally animated. For the opening animation I keyframed it in Unity.

VFX
I created particle effects for several areas of the compass based on Jeff's concept art.

The planar compass was a large undertaking but very much worth the time spent.

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