Hi everyone! I have been looking to do some skybox art myself and I have some questions about the workflow, specifically about how it is all set up in 3d.
Say, I would like to do a skydome with some layered clouds. I prepare my cloud alphas in Photoshop, then strap them onto mesh cards in my 3d package and arrange into some composition in front of my main skydome texture at varying distances. What about blending them in with the rest of the skydome texture? Artistically blending, so in terms of colors, lighting etc. Do you just bite the bullet and switch back and forth between painting over in Photoshop and previewing it in your 3d software? Do you use some software, like Substance Painter, where you can see the painting preview immediately in 3d? Some other way, method or approach? What does your workflow generally look like in this case?
From what I have seen, many dedicated skybox artists get away with doing it in Photoshop + some 3d modelling package and no additional software, so I guess the approach I outlined above can be valid...? My main concern is that even with texture hotloading, having to switch back and forth can be a bit (...or a lot) clunky and unintuitive. I guess this is where using more than one screen comes in really handy.
Personally, I have tried using Substance Designer to arrange my panoramas for the main skydome texture and it works quite well, but it won't really cut it for cases where you need to have separate cards, at least compared to just using PS + some modelling software.
Anyways, hope someone can enlighten me!
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A video here, using a custom engine.
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.
Having it lit in-engine is probably the most flexible approach, but alas it would require more work on my part, haha. Thanks for the input.
with the following mapping