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P0-MS5: Part 324: Art Improvements, Concept

by on Feb.18, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have continued on with the modelling of the ship’s living quarters. I am slowly adding detail to it, as well as experimenting with different modelling techniques and deciding how to split it up into different sections for unwrapping and texturing. There is still a lot of work to be done, especially with the texturing […]

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P0-MS5: Part 323: Art Improvements, Concept

by on Feb.18, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have figured out how to model separate objects and export them to substance painter while making the UV across each object line up. The below images are actually three separate objects, and the red line has been painted in substance painter across the three objects. There is no discernible distortion or seam between the […]

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P0-MS5: Part 322: Art Improvements, Concept

by on Feb.18, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have been continuing with my texturing experiments and concepts. I have found some interesting textures on substance share, and I have been spending a lot of time learning about substance painter and how best to create realistic textures. I intend to create several more example objects and experiments before returning to texturing the ship. […]

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P0-MS5: Part 321: Art Improvements, Concept

by on Feb.11, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have created a reasonably detailed model of one of the rooms in the living quarters. The challenge now is to texture it. What I really need to do is to create, or find, some high detail textures that I can use with triplanar texturing. That way I can apply them to an object without […]

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P0-MS5: Part 320: Art Improvements, Concept

by on Feb.11, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I am working on some concepts for the interiors of the ship. Previously, I had tried to make the geometry as simple as possible, to make the texturing easier. This time, I will probably add ad much detail as I can in the geometry, and then try making the textures simpler. The problem with this […]

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P0-MS5: Part 319: Art Improvements, Concept

by on Feb.11, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

One of the last things that I really need to do to achieve proof of concept for this project is to improve the art for the main ship the player will be controlling. The first thing that I intend to do is to make the new ship as small as possible, by reducing the crew […]

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P0-MS5: Part 318: Cloud Improvements, debugging, etc.

by on Feb.04, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have made some visual improvements to the cloud system in the project, and I have adding a very simple cloud paging system, so that clouds are gradually added and removed as the player moves. This system is still very basic, and needs a lot of work, and the paging system needs more testing, but […]

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P0-MS5: Part 317: Radar Improvements.

by on Feb.04, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have made improvements to the radar system. I can now display a variety of different types of objects by selecting different modes, and I can display some simple information about each object on the radar itself. There is still a lot of detail to add to this system, but it works well enough for […]

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P0-MS5: Part 316: New trees, Debugging, etc.

by on Feb.04, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have added some new tree types (obtained from the asset store) to my automatic forest generation system. Adding new assets was quite easy, since the system automatically loads assets placed into a particular directory, I just needed to specify which assets I wanted to use for each planet type, and the probability of them […]

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P0-MS5: Part 315: City Simulator

by on Jan.28, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have added additional features to allow players to easily re-board capital ships after leaving. I have also added different lighting modes which trigger at different times. I have one for the interior of capital ships, one for space, and one for the surface of planets. These modes are optimised to produce not just the […]

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