I guess I'm trying to learn all the different methods of creating large rez cubemaps used for space environments. One method I saw was creating a 2d seamless space texture in PS, and throwing it on a sphere, then projecting it unto a cube.
I guess along with this. What is the best way to create these types? For animated things like sun flares and planets slowly turning, I assume they are alpha textured planes very near the edge of the level with animated textures on top?
What creation methods as well? Do you create a planet scene in 3d and throw a space environment behind it? Then have 6 cameras that all face different directions from the world center axis? Or just fake it all in PS?
I have used programs like Diard Universe in the past, but it seems somewhat limited (and slow updates) for creating. That and the planet renders look particularly cg.
http://www.diardsoftware.com/
I saw Genetica from Spiral, but thats way out of my cost.
http://www.spiralgraphics.biz/buygen.htm
So I guess if I end up going 3d to create these.. what are the best tuts you have found? I would need ones I guess that also go into particles since I have never have bothered to work with that portion of Max before.
If I go 2d with plain jane PS, again tuts, but especially, how would I make animated suns and such?
I mean, to reiterate, what do you all do when tasked for such that looks good, but doesn't require (unless no real other way) creating a whole solar system scene.
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If you like the brute force point clouds see this too :P
http://www.gamedev.net/community/forums/mod/journal/journal.asp?jn=263350&cmonth=8&cyear=2006
Also some old painting tuts for space scenes FWIW.
http://www.solarvoyager.com/tutorials.asp
Eric, thanks for the painting link.
Argh.. OT but you know, I haven't even done a 1/4 of the ut3 levels. Got it at release and got sidetracked. Pisses me off. Wish I had more time to game these days. (Yes, I know, welcome to game development ) Will reinstall and look inside UED3.
Max file...
http://www.ericchadwick.com/examples/images/volumelight_nebula.max
(ditch the stars though, I used a procedural that doesn't scale well)
Sure the "Show stars" option is enabled inside the 3D viewer. Move the camera back until all is more or less "small". Notice the stars and nebulas are just additively-blended billboards distributed along a big sphere covering the complete world's bounds.