Well we have no horizon in this world so the clouds would defintely not stretch perspectivly as they do on our world. The goal is not to have a realistic, but a good looking sky with nice colors and simple fluffy a little stylized clouds. but i agree on the size and i'll try to bend the uv space in the shader, maybe this…
Neox, I really like how you've painted the clouds, but I have a large problem with your skymap. The sky NEVER looks like that with a bunch of individual clouds, all about the same size, evenly spread out. In fact, I'd say individual clouds are less likely to be in a cloudly sky than giant clouds that spread across the…
I worked on a skyshader for Airbørn with the goal of having minimum use of textures but a lot of sky to fill. http://polyphobia.de/nonpublic/airborn/Untitled/Untitled.html So the shader currently works with only one 512 texture with 3 clouds on it, one mask to blur away the uvseams and poles of the skysphere and gradient…
@retlecks: really nice dragon! love the hardeddge, smototh surface contrast, really cool forms and here the current status of airborn, ok there is more in several 3d packages but this is what is in unreal, not much though :D [ame]http://youtube.com/watch?v=GxvFYE7lXlo[/ame] a little dead compressed :(…
great work spacey :D been working on the skyshader, will remove the floating islands as the texture needs to be pretty big to not look totally blurred and pixelated, guess i'll do tranparent planes instead... next thing to add is the sun, not quite sure how i'll do backlighting on the clouds in front of the sun but i'm…
That reminds me Ben Mathis wrote a tutorial AGES ago (I think its on his site and he also says its his first character tut) about painting body textures, and one useful trick was to R, G, B cloud channels and combine them in to a colour variation all over. Erm, hard to explain, Ill just now dig it up.…