Sky this way?

Joined
Jul 19, 2003
Messages
8,037
Reaction score
2
Coming from Unreal mapping, I'm wondering if you can make a sky this way:

Model a sphere then invert the polys, then map your sky texture to the inside of the sphere. You would then import the sphere model then stick a sky_camera in the middle.

There's no reason I can think of why this wouldn't work, but just making sure. I'm too lazy to try it. ;)
 
make a box with the sky texture around it and make the box surround the map and then add hollow to it and then do all those things that you got to do for creating a sky... why sphere? well its possible but ehh why?
 
What advantage would a sphere have over the normal method of making a sky?
 
http://wiki.beyondunreal.com/wiki/Building_A_SkyBox

^ If you take a look at the image on that page you'll see what I mean. Essentially I can't be bothered making a skybox the HL way - all that ft, bk, lf, rt, up, dn nonsense.

You can make some nice starry skies without any distortion/stretching if you apply the texture properly.

Also, I'd be able to animate the model making it look as if the sky was moving, right?
 
You can make some nice unstretched starry skies using the six-image "nonsense," too :P

Sure, you can animate a , but just the same you could animate a texture on a normal brush sitting in the 3D skybox.
 
Back
Top