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P0-MS5: Part 342: Art Improvements, Concept

by on Mar.25, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

Most of the modelling for the Operations room concept is now done. I think the level of detail is relatively high, and it should at least be enough for proof of concept. The next step is to unwrap and texture everything in substance painter.

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P0-MS5: Part 341: Art Improvements, Concept

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

The general layout of the control room, and most of the interior details, are done. I still have more work to do on the details (such as cabling, wires, etc) and interior objects (mostly controls, machinery, etc). I also need to try to switch the lighting to realtime without losing too much quality. Generally, I […]

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P0-MS5: Part 340: Art Improvements, Concept

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

I have created a simple texture for the main control room of the ship. This will probably be the last room that I have time to create, but I want to finish it completely as a proof of concept. Getting the scale right was difficult, and I am still not sure if it is sized […]

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P0-MS5: Part 339: Art Improvements, Concept

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

The exterior hull concept is going relatively well. I was using very high detail base materials, and trying to make them fit with the geometry of the hull. I think a better way, and probably the preferred technique, is to start with a low detail base mesh (a simple “metal” type material) and then paint […]

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P0-MS5: Part 338: Art Improvements, Concept

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

I have started working on some new art concepts for interior objects and ships. I am using (royalty free) reference images from Textures.com for the control images. This is being done just for the concept stages, in the future, I want all controls and computer displays to be functional, not just decorative. So far, I […]

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P0-MS5: Part 337: Art Improvements, Concept

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

I have tested my existing ship within a planets atmosphere, and it actually seems to work ok. I was expecting various problems with operating large capital ships close to a planets surface, but other than some issues with the collision and some possible bugs, there don’t seem to be any major issues. I may allow […]

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P0-MS5: Part 336: Art Improvements, Concept

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

I can create complex emissive objects in Substance painter, and actually use those emissive maps to light scenes in Unity, with no other lights present. The scenes are a little dark, they may benefit from actual point lights being added as well, this this is a huge improvement to the scene quality. To do this […]

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P0-MS5: Part 335: Art Improvements, Concept

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

I am continuing my efforts to improve the lighting and texture quality of my scene. Baked lighting does make a big difference, and I can light my scenes entirely using emissive lighting now. This looks a lot more realistic. I am still having issues creating a simple scene that works aesthetically. I will probably not […]

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P0-MS5: Part 334: Art Improvements, Concept

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

The Art conceptĀ is proving to be more of a problem than I thought. I think the main issue is that my scene in Unity does not look like it does in Substance Painter unless I use baked lighting, and even then the quality of the art is just not where I need it to be. […]

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P0-MS5: Part 333: Art Improvements, Concept

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

I have been working on a simple blockout for the Ships control room, as well as working to improve general art quality in Unity. The lighting seems to be a big difference between substance painter and Unity. I have switched from Gamma to Linear colour space, and this has made a difference. I will probably […]

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