von*ferret Posted January 20, 2006 Report Posted January 20, 2006 How would you go about modeling and unwrapping a sky to envelope a "world." I tried a semisphere but I dont like it very much, mainly because of the uvw mapping I did on it. Which brings me to my 2nd quesiton, how would yo unwarp it? OPEN FOR DISCUSSION Quote
Pericolos0 Posted January 20, 2006 Report Posted January 20, 2006 i do it like this: first make a sphere with simple cylindrical mapping, make the top and bottom transparant using an alphamap or something then make another sphere with simple planar mapping to fill up the top and bottom bits (with another texture) i made this to render to a skybox, but this method should ofcourse also work if you want to put it in a 3d sky. Quote
Hourences Posted January 20, 2006 Report Posted January 20, 2006 Bringhs me to the questions, why do you want to unwrap it in the first place ? Planar map it if its for clouds If you want horizon stuff on use another mesh ring in front of it and cylinder map it Or simply use a cube Or use multiple seperate placed sheets in front of all that Theres little point in trying to stick the entire skybox in 1 sphere, I think youre trying that Quote
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