UVs and Texturing
All UVs were unwrapped in Blender. I used Texel Density Checker to set a texel density of 1024 px/m with a texture size of 2048. For this task, I grouped as many assets as possible, trying to make full use of the available space. To pack the UV islands, I used UVPackmaster, which allowed me to maximize space efficiency.
Regarding the texturing process, for this project, I used several master materials: one for the modular pieces with tiling textures, one for the props with unique textures, one for glass and translucent objects, one for displays, and one for decals. For the tiling materials, I used Quixel Megascans textures, which I modified in Substance 3D Designer, while the unique textures were created in Substance 3D Painter.
A special mention goes to Harley Wilson for his breakdown on LCDs, which helped me achieve the result seen in my project. I customized it to fit my needs by adding a panning gradient to recreate the look of old screens when recorded through a camera.