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*
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 It's what I did for my space scene.
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.