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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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P168: 3D Print Part 3

by on Feb.05, 2017, under Art and Designs, Inventions

I have now finally finished my Phoenix Avatar Model, for the second time. The first time it was not printable, due to the walls being too thin in several places. This time, I am confident that it will print successfully. I had to redo quite a lot of the mesh, and the quality did suffer […]

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P168: 3D Print Part 2

by on Jan.15, 2017, under Art and Designs, Inventions

I have almost finished my next attempt at 3d printing my phoenix avatar. I have added some flame effects to the hands to prevent the fingers from protruding too much and breaking off. There is some more work to be done with the model, the texturing, and some more preparation for printing, but I think […]

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P0-P-172: Part 83: Long-Distance Travel,P168

by on Jan.08, 2017, under Art and Designs, P-0, Software and Games, Spiritus Astrum

I have implemented the floating origin system successfully for the time being. The issues that I was having were related to the fact that I have a number of collision meshes on my shuttle object that are within other collision meshes. This is because the ships hull has its own collision mesh, and the web-based […]

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P-168: 3D Print

by on Jan.01, 2017, under Art and Designs, Inventions

Some time ago, I completed a model that I had planned to have 3D-printed, but there were some issues with the wall thickness which prevented it from being accepted for printing. I am in the process of reworking this model to remove the thin walls. This is taking a long time, and I have had […]

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P0-P-172: Part 80: Art, Substance Designer

by on Jan.01, 2017, under Art and Designs, P-0, Software and Games, Spiritus Astrum

The last thing that I want to get finished before the end of the year is some decorative art to make the scene look more interesting. I am using basic shapes and simple textures made in substance painter to create the art, but so far it is looking ok. I have included some materials that […]

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P0-P-172: Part 79: Oculus Touch Roomscale VR Demo: Guns, and Cloth Simulation

by on Jan.01, 2017, under Art and Designs, P-0, Software and Games, Spiritus Astrum

I have added guns to the VR demo. The hardest part was making the guns fit into the hands properly, actually getting them to fire was quite easy. I also fixed some issues with the guns, such as spend cases not being ejected properly, and odd lighting issues on the muzzle flash texture at certain […]

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P0-P-172: Part 44: Guided Missiles: Exhaust trails, explosion effects, etc

by on Nov.20, 2016, under Art and Designs, P-0, Software and Games, Spiritus Astrum

I have added the first weapon to the game. I have created a guided missile object, with a rocket engine/exhaust effect, and an explosion effect. When fired, the missile will steer itself towards the nearest target, and destroy it. For now, the target is just deleted when it is hit, but in future I intend […]

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P-172: Unity: Space Environment: Part 36

by on Nov.06, 2016, under Art and Designs, P-0, Software and Games, Spiritus Astrum

The progress of my model in quixel is not going well. In addition to trying to figure out how to use the program to it’s full extent, I am also having problem importing the materials into Unity. The materials seem to look completely different in Unity from the way the do in the “3DO” renderer. […]

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P-172: Unity: Space Environment: Part 27: Space Exploration Engine

by on Oct.30, 2016, under Art and Designs, P-0, Software and Games, Spiritus Astrum

Progress on integrating the Space Exploration engine is good. All code is compiling, and everything seems to be working behind the scenes. After some effort, I decided that it was easier to integrate my project with the demo scene, rather than vice versa, since there is a lot of setup to be done. I was […]

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