Thank you for that guide, Vailias. After some thinking, I believe the following is what's needed to add the perspective distortion to any cubemap image that you create like described above. 1) Create a cube object in your favourite 3D program. Make it any size, and completely centre it in the scene. 2) Tesselate \…
Hey Vailias, that's a cool process. However it's missing the angular distortion you need, to make a perfect cubemap. It's visible in the Sketchfab example, as linear distortions in the corners. If it was mapped on a sphere you wouldn't need the distortion, because every surface would be equidistant from the camera. But,…
There's that famous problem when you map your texture to a sphere: the details near the poles become "pinched." First, the "Polar Coordinates" filter found in Photoshop and GIMP can be useful here as a preview of how your texture will look when mapped on a sphere. You can use this Polar Coordinates filter to see your…
:) Good call Eric. I was trying to find an "all ps" way of doing it. Also I think some games still wind up using a cubemap for a skybox, or at least for reflections. Especially if they're not in the photo-real PBR Category of art direction, so its still important to be able to make a decent cube map. ANyhow, I got some…