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P0-A6: Part 728: AI, Art, Dynamic Story

by on Apr.19, 2020, under Art and Designs, Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum

I have made some additonal improvements to the AI, as well as the inventory and item management features. I have also added a system that hides the terrain surface when the user enters a building that protrudes below the surface of the terrain. The next part of the project is to work on an AI […]

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P0-A6: Part 723: Art

by on Apr.12, 2020, under Art and Designs, Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum

I have finished most of the concept art for the 3D model that I am working on. I have some more work to do on it, and I can then prepare it for texturing.

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P0-A6: Part 719: Modelling, Art

by on Apr.05, 2020, under Art and Designs, Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum

The art piece I am working on is going reasonably well> I used a model from Daz3D as a starting point. It is inspired by the Borg from Star Trek, as well as the Adjunct from Starcraft. It’s mainly an exercise to improve my skills, and develop new ones.

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P0-A6: Part 718: Debugging, Modelling, Physics

by on Apr.05, 2020, under Art and Designs, P-0, P0_A6, Software and Games, Spiritus Astrum

I believe I have mostly fixed the stair climbing physics changes. I actually used a combination of techniques. First, I used a trigger to disable the gravity while the player is on the stairs, this prevents the player from sliding back down the stair ramp, and allows them to easily climb the ramp (since there’s […]

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P0-A6: Part 709: Inventory System, Art

by on Mar.22, 2020, under Art and Designs, Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum

The integration is going reasonably well. There are still some bugs and issues, and also some performance problems and framerate issues (which would be exacerbated by running the game through the editor), but the system seems to be working well. I have also made changes to the various buildings in the game, to add an […]

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P0-A6: Part 708: Inventory System, Art

by on Mar.22, 2020, under Art and Designs, Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum

I have made more improvements to the inventory system. I fixed some bugs, and added some additional functionality, and I created new inventory objects. I have also begun integrating the system into the main part of the game, by adding item datablocks to the various trees, plants, and objects the the player will be able […]

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P0-A6: Part 707: Inventory System, Art

by on Mar.15, 2020, under Art and Designs, Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum

Almost all of the art for the survival and exploration part of the project is done. I have added various tools and items, and additional functionality to the inventory. The next step is to integrate all of these items, and their functionality, with the main project so that I can begin using them.

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P0-A6: Part 704: Inventory System, Terrain System

by on Mar.08, 2020, under Art and Designs, Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum

I have finished most of the testing and debugging with the inventory system. The next objective is to add the actual art for the tools and items for the next part of the project. I have also decided to smooth out the terrain more, resulting in a flatter appearance. This terrain doesn’t look at good […]

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P0-A5: Part 664: HDRP

by on Dec.08, 2019, under Art and Designs, P-0, P0_A5, Software and Games, Spiritus Astrum

I have been working with the new shadergraph in the HDRP to try to replicate my terrain blending shader. I am trying to blend multiple textures using the height of the vertices to select a texture, so higher vertices would have snow, lower ones would have grass, etc. I have achieved a very simple proof […]

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P0-A5: Part 655: Art

by on Nov.24, 2019, under Art and Designs, P-0, P0_A5, Software and Games, Spiritus Astrum

I have been experimenting with various texture techniques, and I have created a simple art piece to demonstrate how to apply one texture to multiple objects. The clock that I have made is actually several unique objects, the each of the hands, body, etc, are all different. That is how I was able to connect […]

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