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Art and Designs

P0-A2: Part 456: Static Ship Integration

by on Oct.21, 2018, under Art and Designs, P-0, Software and Games, Spiritus Astrum

I seem to be making some progress with the rotation and translation of the planets around the player. There is still quite a lot to do, but I think I am close to a solution. There are a few issues making this more difficult, including 32/64 bit precision, and the fact that the entire world […]

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P0-MS5: Part 358: Debugging, Optimisation

by on Apr.22, 2018, under Art and Designs, P-0, Software and Games, Spiritus Astrum

I have fixed quite a lot of long-standing bugs, and added some stability improvements and some new features. I have also replaced all of the legacy text in the project, to prepare for an update to Unity 2018.1 (which should be out this month). Most of the major debugging is done now, but I have […]

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P0-MS5: Part 350: Art Improvements, Concept

by on Apr.01, 2018, under Art and Designs, P-0, Software and Games, Spiritus Astrum

I believe I have finally finished the art concept that I have been working on. I intend to continue making changes and improvements to it, adding rooms, etc, and eventually create an entire, fully-functional, ship, with working controls, etc, which I can then use in the Main game. For now, it’s just a graphical demo, […]

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P0-MS5: Part 349: Art Improvements, Concept

by on Apr.01, 2018, under Art and Designs, P-0, Software and Games, Spiritus Astrum

I have been doing a lot of experiments into emissive lighting in unity. I have successfully enabled baked lighting, which looks great,but it won’t work on dynamic objects. I have also managed to get light probes to work, but unfortunately, as far as I can tell, light probes don’t work if all of the objects […]

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P0-MS5: Part 348: Art Improvements, Concept

by on Apr.01, 2018, under Art and Designs, P-0, Software and Games, Spiritus Astrum

I have imported and set up all of the objects that I textured in Substance Painter in my Unity scene. After some adjustments of the settings, etc, I think I have managed to get the textures looking relatively close to the way they look in Substance Painter. I was previously having issues with this, but […]

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P0-MS5: Part 347: Art Improvements, Concept

by on Apr.01, 2018, under Art and Designs, P-0, Software and Games, Spiritus Astrum

The interior objects are now all done for the art concept that I am working on. They seem to have come out ok, and I have learned quite a few new techniques for adding detail in substance painter. I now need to load all of these assets into Unity and add the textures, and then […]

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P0-MS4: Part 263: Unity Server

by on Oct.29, 2017, under Art and Designs, P-0, Software and Games, Spiritus Astrum

I have decided to use an Intel NUC as a server for my Unity projects. I went for the i5 model, and I have 4 GB’s RAM. Setting up the NUC with Unity was easy, and connecting to the server from my current unity code was as simple as changing the IP address. There were […]

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P0-MS4: Part 261: 2017.2 Port

by on Oct.22, 2017, under Art and Designs, P-0, Software and Games, Spiritus Astrum

I am still having issues with the executable of 2017.2. The project works fine in the editor, I have fixed the vast majority of the errors and warnings, but in the build, I am getting major memory issues. It seems that there is a memory leak somewhere, that for some reason isn’t present (or at […]

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P0-MS4: Part 260: New Volumetric Clouds Resource

by on Oct.22, 2017, under Art and Designs, P-0, Software and Games, Spiritus Astrum

I recently discovered THIS resource on the Unity Asset Store. This is a similar volumetric clouds resource to the one that I was using, but this one works in world space, it is not camera-based. This allows me to place it at a location in the world without worrying about camera orientation. I needed to […]

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P168: 3D Printed Avatar

by on Sep.10, 2017, under Art and Designs

I have finally found the time to update my 3D printed avatar model. The previous attempt at printing it didn’t work because the flame effects were could not be printed in my chosen material (full colour sandstone). ¬†They were too heavy to support their own weight. I removed these flame effects and added another, much […]

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