Art and Designs
P0-A6: Part 704: Inventory System, Terrain System
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 from long distances, since a lot of the definition and detail is lost, especially around mountains, etc, however it makes it a lot easier for the player to move around, and to place items, etc on the terrain.
Ideally, I would like to combine both systems together, and have high-detail, rough, terrain at high altitudes, and then flatter easier to traverse terrain at low altitudes, but this would require making changes to the underlying terrain generation system that I am using.













P0-A5: Part 664: HDRP
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 of concept, but it only works with two textures, and it doesn’t blend between them, it cuts abruptly.
I am not sure how to add the other textures, etc, but I think I am at least making some progress.


P0-A5: Part 655: Art
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 the hands of the clock up to a unity script, and rotate them separately, to make a clock capable of displaying either the system time, or a specific in-game time.
The hard part was texturing all of these objects using just one texture.
The solution was to combine all objects together, export and texture them in substance painter, and then break them up into distinct objects and export them again.
When breaking them up, they will retain the UV mapping coordinates of the combined object.
Using one texture is obviously far more efficient than using multiple smaller ones.
P0-A2: Part 456: Static Ship Integration
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 needs to be translated as the player moves far from the origin. I also have to think about the fact that the user can control multiple ships, and they can land on the surface of planets.
P0-MS5: Part 358: Debugging, Optimisation
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 changed a lot of the code so extensively (while improving it) that I may need to retest certain things, to make sure that I haven’t introduced new issues while fixing old ones.
P0-MS5: Part 350: Art Improvements, Concept
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, the player is able to just walk and look around, but I think the graphical quality is a big improvement over my previous work.
There are still some issues with the scale, the Operations room is ok, but the doors and the living quarters that are connected to the Operations room are too small. I should hopefully be able to scale these up without making the Operations room too big.
31/03/2018 , 11:56:16 PM
Unity 2017.2.0f3 Personal (64bit) – artconcepttest3realtimeFinal.unity – P0-MS4 – PC, Mac & Linux Standalone*
31/03/2018 , 09:15:12 PM
Unity 2017.2.0f3 Personal (64bit) – artconcepttest3realtimeFinal.unity – P0-MS4 – PC, Mac & Linux Standalone*
31/03/2018 , 09:15:02 PM
Unity 2017.2.0f3 Personal (64bit) – artconcepttest3realtimeFinal.unity – P0-MS4 – PC, Mac & Linux Standalone*
31/03/2018 , 09:12:18 PM
Unity 2017.2.0f3 Personal (64bit) – artconcepttest3realtimeFinal.unity – P0-MS4 – PC, Mac & Linux Standalone
31/03/2018 , 09:12:13 PM
Unity 2017.2.0f3 Personal (64bit) – artconcepttest3realtimeFinal.unity – P0-MS4 – PC, Mac & Linux Standalone
31/03/2018 , 09:03:28 PM
Unity 2017.2.0f3 Personal (64bit) – artconcepttest3realtimeFinal.unity – P0-MS4 – PC, Mac & Linux Standalone*
29/03/2018 , 04:48:03 AM
Unity 2017.2.0f3 Personal (64bit) – artconcepttest2.unity – P0-MS4 – PC, Mac & Linux Standalone
28/03/2018 , 11:24:50 PM
Unity 2017.2.0f3 Personal (64bit) – artconcepttest2.unity – P0-MS4 – PC, Mac & Linux Standalone*
28/03/2018 , 11:24:07 PM
Unity 2017.2.0f3 Personal (64bit) – artconcepttest2.unity – P0-MS4 – PC, Mac & Linux Standalone
P0-MS5: Part 349: Art Improvements, Concept
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 in the scene are dynamic.
For example, light probes allow me to bake light from a static object (such as an object with an emissive texture) and then have that object cast light on a dynamic object (such as a player, etc). The problem for me is that I want to have moving players walking about a ship which is also moving, which means both the ship and the player would be dynamic. It doesn’t look like light probes will help here, and I can’t seem to find another solution for dynamic emissive textures.
I am currently going back to using realtime lighting, but I am hoping that I will find a solution for dynamic emissive textures in future, because they really do add a lot of realism to dark, sci-fi style scenes.
I have also modelled and textured some simple interior objects, like doors, for the art concept.
31/03/2018 , 01:30:22 AM
Unity 2017.2.0f3 Personal (64bit) – artconcepttest3realtimeFinal.unity – P0-MS4 – PC, Mac & Linux Standalone*
31/03/2018 , 01:12:38 AM
Unity 2017.2.0f3 Personal (64bit) – artconcepttest3realtimeFinal.unity – P0-MS4 – PC, Mac & Linux Standalone*
31/03/2018 , 12:32:54 AM
Unity 2017.2.0f3 Personal (64bit) – artconcepttest3realtimeFinal.unity – P0-MS4 – PC, Mac & Linux Standalone*
P0-MS5: Part 348: Art Improvements, Concept
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 I am quite happy with the results that I am getting now.
28/03/2018 , 08:58:54 PM
Unity 2017.2.0f3 Personal (64bit) – artconcepttest2.unity – P0-MS4 – PC, Mac & Linux Standalone*






































