Dynamic sky materials are partly procedural. The easiest method is to have a few masks for stars, sun, moon etc. Atmosphere gradient can be done with masking out a channel of the UV texture coordinate, that would give you "from top to bottom gradient" that you can color with a lerp. The sky hemisphere mesh should have 2…
Hey there. I saw your post in waywo and I thought to drop by and leave some feedback: Judging your asset from the reference you have used I cans ay the following: You did a great job there. As far a I can see you really stayed very close to the detailed concept art and in my opinion even pushed the quality a bit further…
I don't know if you guys plan on keep working on this but the major thing that sticks out to me is the camera work and animation. -Camera cuts should go unnoticed by the viewer for the most part, but when you cut to black that often, use really quick cuts, and don't use establishing shots effectively they become really…