I always encounter the same problems when making a sky dome work well in game. The main issue is just that the player doesnt look up much so they dont see all the lovely clouds and details they just see the blurry tightly mashed up clouds on the horizon. How do games like rage or assasins creed or the new halo do it?
Do they use a separate camera with a different fov for the skydome? or squish the skydome down so that the user sees more?
![326213-1680x1050.jpg](http://wallpaper.goodfon.com/image/326213-1680x1050.jpg)
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second sphere.
This makes it rather easy to apply 5 textures (4 sides and a top; don't need a bottom for a skydome) and have a nicely even texel density. Plus, as a bonus, it saves a few polygons.
As you'll see though, there are lots of stretching artifacts due to the inaccurate nature of cylindrical projections. Which means you'll have to clean up the poles of the sphere quite a bit. Luckily, the most noticable errors will of course be in the center of the top cube-wall, which means you have a nice flat square to photoshop.
Oh by the by, if you simply subdivide a cube in 3DS Max it won't become quite a perfect sphere, so make sure to toss a spherify modifier on that sucker. (Not that it's all that important since a skybox/dome isn't exactly an accurate representation of space anyway, but hey)