Posted By: Joozey
Sky/spacecubes - 09/18/10 13:01
Hey all,
I've been pondering around with creating environment skies. After many tries on manually painting cubemaps and unwrapping all sorts of spheres for skydomes I was still left unhappy with the results (stretched textures on various parts of the sky, or having an obvious seam visible). Finally, I created a photoshop action that maps a cubemap out of a tiling scene, which came with pretty okay results (spare my paint skills :P):
Above examples are scaled down thumbs. Size of the original scene is 4096*2048 final cubemap is 6144*1024. Sometimes there are still tiny seams visible (and 3dgs often shows a pixel edge) but this is as good as I can do.
Download spacecubes (.rar, 16MB)
View spacescene1
View spacescene2
If anyone wants to convert his scene to a cubemap post it here. But beware that your scene has to be a size of 4096*2048 or lower, else you will lose quality. The top and bottom parts are generated from 1/4th height of the top and bottom resp. of the original image, merged into a square. The middle of these parts still have a little seam but can easily be covered manually after conversion.
Regards,
Joozey
I've been pondering around with creating environment skies. After many tries on manually painting cubemaps and unwrapping all sorts of spheres for skydomes I was still left unhappy with the results (stretched textures on various parts of the sky, or having an obvious seam visible). Finally, I created a photoshop action that maps a cubemap out of a tiling scene, which came with pretty okay results (spare my paint skills :P):
Above examples are scaled down thumbs. Size of the original scene is 4096*2048 final cubemap is 6144*1024. Sometimes there are still tiny seams visible (and 3dgs often shows a pixel edge) but this is as good as I can do.
Download spacecubes (.rar, 16MB)
View spacescene1
View spacescene2
If anyone wants to convert his scene to a cubemap post it here. But beware that your scene has to be a size of 4096*2048 or lower, else you will lose quality. The top and bottom parts are generated from 1/4th height of the top and bottom resp. of the original image, merged into a square. The middle of these parts still have a little seam but can easily be covered manually after conversion.
Regards,
Joozey