Hey, I am currently making a space scene but am running into trouble making the skybox. I am wanting to achieve this type of result.
[ame]
http://www.youtube.com/watch?v=TpnMBPsH1Ic&feature=related[/ame]
I believe he is using the source engine so I figured there might be differences.
Here are a few questions/problems that I have come across.
- When I use the skybox I can see the corners of the cube, so instead of feeling like space it feels like your in a box with stars painted on the side. I have really tried to get it seamless as well.
-I have the planet made already, but now I am thinking about being able to paint it on one of the sides of the skybox. Do you think that would achieve better results?
-In the video the guy uses 6 2048x2048 textures. I dont know how to pull that off in the UDK. The only solution that I know of is to unwrap it like this but I feel like that would make my texture sizes way to large. *not my texture*
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Does anyone know of any solutions or different ways I can approach doing this?
Replies
So you can just use the Eyevector as UV input for the cubemap and then use that
oh this does mean you have to split your texture up into 6 separate textures, and then turn them into a TextureCube resource in UDK (getting the orientation correct is annoying). So you could use 6 2048's for that, but I think 1024's would work too.
Btw, try using this, meng:http://alexcpeterson.com/spacescape (best find i ever did for my space scene)
http://www.3dmotive.com/product-skydome
You can see how the preview cube just acts as a "window" through which you see the seamless cubemap.