The way I’ve done animated skyboxes is with a custom shader setup. This avoids performance problems from overdraw, makes sure skybox lighting is confined to only affecting the skybox, and generally optimizes everything. Because skyboxes can cover a significant percentage of the screen.
It had up to four layers of meshes, each with their own settings for rotation speed, texture scrolling, one light source per layer, PBR textures + vertex color and vertex alpha. It was pretty powerful actually.
Each of the four layers were flattened against each other by the shader, so they were all effectively at infinite distance. But each retained its apparent 3d mesh perspective.
I worked in Photoshop and 3ds Max, but with a cumbersome export and game-restart. So, not ideal for iterating.
Two important considerations to think about with an asset like this:
1. It's best to align UVs vertically or horizontally, instead of diagonally. This avoids jagged/blurry artifacts from antialiasing, and improves downsampling for LODs and MIPs.
2. For hardsurface assets, you'll get better results by not using baked normal maps. Instead, it's better to use bevels and face-weighted normals. In a game engine, normal maps are usually 8bits per channel or less. And usually compressed, which makes things even worse. With smooth metallic surfaces, these bit depth and compression limitations mean you're going to end up with banding and seams, no matter what you do. Face-weighted normals help you avoid these problems.
Nothing is absolute, there are exceptions. But with what we've seen so far, I'd recommend option 2.
Hey! So yeah. I did a small sketch on what I kinda want. I'm not sure on the head piece. I'm gonna sculpt this dude and see where it goes. Parts are kinda there, needs more layers of stuff. Some torn fabric here and there. Still figuring this one out. About the headtail, I imagine this dude left behind on aiur after the zerg overun the planet. So the khala is still strong with this one. Maybe he's protoss buddies arrive later and saw him and said "heeeey george.... look dude, it was a joke".
I’ve just started blocking out my major project for uni.
It’s still super early in the process, but I’d really appreciate any feedback or suggestions on the proportions, structure, or overall direction so far.
it's probably catching the top of the handle below the handguard.
Try reducing projection distances in the baker. You could also try using absolute projection distances rather than proportions of the bounding volume - with objects that are very non-square like this the porportional distances can be troublesome
I was looking for some skybox art dumps, and found broken links to images & videos. But I was able to fix all the links. These threads are awesome, worth a revisit!