Posts

A world of sulphur and heat - Redesign of Kevari

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  Kevari has always been one of the hardest planets (Technically a moon) I have ever made. It's history is one of heavy redesigns, jumping between one dissatisfaction to another, never being happy with it, until now. In the Past The moon has always been inspired by fake-color pictures of Io , which at the time (and still do) strike me as specially pretty. A combination of colors that, even if untrue, had the potential for an incredible memorable body. Fake color picture of Io from worlddreambank.com Back in 2015, I was not well versed into image editing, so I used to make planets from Space Engine . Of course, having seen such picture of Io, I wanted to make something similar, so I created a color map that used the strange colors, Red, Yellow, Orange and Purple. The results, though extremely funny, were not good. It looked more like a pizza with kiwis than anything! Fastfoward to 2017. At this year, I know how to put together a planet from height data from real life and was remakin

A Lava planet - Redesign of Troni

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  After browsing around my computer looking for something to distract myself with, I found the files for an old planet I had made in the past, Troni . It was definetly not the best, in fact, it was extremly ugly. I hadn't done nice photoshop stuff in quite a while, so I decided to give a shot to redesigning it. The planet The planet lies very close to its parent star, with one face in perpetual daylight and the other in perpetual night. This is called a Tidally-Locked Planet , and in our Solar System it can only be found on moons (Like Earth's!) The proximity to its star is not what causes its hellish appareance, but a recent impact crater. Cracks have formed in the surface, and the north regions of the planet are unrecognizable compared to how it was before the impact. A giant lake of molten rock now occupies that space, and is surrounded by a mountain chain. A giant circular crack can be seen on the night side of the planet, being the only thing that can be seen on the darkne

Unity Shenanigans - Part 2

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Trying new Surfaces I've decided to make new surfaces to render them on Unity. For this, I also developed a way to define and store these locations in the code, which can then load the prefabs that contain these surface models. All these locations are first defined in a class called  Catalogue  as variables, and then initialized. Each of these locations, stored as a  SurfaceLocation  class, holds 4 important data points: Latitude  and Longitude : With this, one can specify where in the planet's surface the location is, as to render the sky (Sun, moons, ...) in the correct placement. Prefab : The string name of the prefab at specific folder inside the Resources  directory. Using this folder instead of adding all prefabs in a script with a lot of Serializable Fields  makes it more user-friendly to add new locations. Celestial Body : To get information on what to render in the sky, color of the atmosphere, ..., the Celestial Body (Planet or moon) where the location is must be spec

Unity Shenanigans - Part 1

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What I've done in the past weeks and months These last months I've decided to learn more about Unity by trying to make some scenes with some level of procedurality.

IcoRTS - Day 9

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Fighting Animation Carrier Spacecrafts Title Screen and Cover Starting Non-randomized Planet Move progress bar Colonization Intro

IcoRTS - Day 4

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IcoRTS - Day 2

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