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P0-A4: Part 577: Art

by on Jun.16, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum

I have finished all of the compartments except for the control room and one or two others. I am generally satisfied with the level of detail that I have achieved, but I have so far only modelled the main hull and interior walls, and the larger features. There is still a lot of detail work […]

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P0-A4: Part 576: Art

by on Jun.16, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum

I have had to change the general layout of the ship slightly to get all of the features of the ship to work properly. Since this model needs to work in a game, all of the machinery, weapons, elevators, etc, need to work when moved and animated. I needed to make several changes to the […]

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P0-A4: Part 575: Art

by on Jun.16, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum

Most of the main sections of the ship are now done. I have added quite a bit of detail to the geometry, and I think it should work well in unity. I still have some work left to do on this, but it seems to be progressing well.

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P0-A4: Part 574: Art

by on Jun.09, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum

The art is continuing to go reasonably well. I have not started any unwrapping or texturing yet, I am focusing just on the modelling. I was able to reuse some of the art from my previous example scenes, but not all of it.

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P0-A4: Part 573: Art

by on Jun.09, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum

I have significantly reworked the interior design for the main sections of the ship. I have made it quite a bit smaller than it was, and populated the space with far more details, to make it look visually more interesting. I think the slightly claustrophobic, cramped, look works well and adds a lot more visual […]

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P0-A4: Part 572: Art

by on Jun.09, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum

I am continuing with the art improvements. I intend to get most of the new ship design done this month. The current objective is to model the main reactor core and connected rooms and compartments. This is going reasonably well, and the art style and design is looking quite consistent with the rest of the […]

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P0-A4: Part 571: Art

by on Jun.02, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum

I have added some detail to the model that I am working on. I have also found out how to combine smooth surfaces with flat surfaces on the same model without distorting the geometry. I am trying to keep the entire hull of the ship, exterior and interior, as one model as much as possible […]

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P0-A4: Part 570: Art

by on Jun.02, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum

I am now working on some improvement to the art for this project. The main goal is to find a workflow that I can use to create a complex interior and exterior scene with high-resolution textures and no gaps or holes in the mesh. I am also trying to improve the quality of the art […]

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P0-A4: Part 569: Persistent Location

by on Jun.02, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum

It seems that the 64-bit precision and long-range movement from the origin does work. I suspect that it will need a lot of testing and debugging, but the concept should work ok.

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P0-A4: Part 568: Debugging, Refactoring

by on May.26, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum

The improvements to the persistent location system seem to be working reasonably well. I still need to test them extensively, but everything seems to be working very well so far. Only the player control object is stored with 64-bit accuracy, but most of the other objects are created procedurally, so their position doesn’t need to […]

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