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Ok, I no doubt did this incorrectly but I manually arranged my unwrapped UVs (after Smart project) onto my linear laid out skybox image - on the whole I need some pointers as to whether Im doing this right, but what I did was per Cycles - Skybox using 6 projected images (im in cycles)-

I unwrapped my image onto a cube and subdivided into a sphere:

enter image description here

And just made it huge. My issue is, packing islands gets me this:

enter image description here

And I have an issue with the margins between the islands, which creates these seams clearly:

enter image description here

Whats the best route to optimize this skybox here/get rid of the margins neatly?

blue
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  • For rendering skyboxes, I just set up the camera to be square with a FOV of 90deg exactly, go through six frames of animation, and render each face as a separate frame. I think I've done this with Unity too with no problems. – Tavi Kohn Jul 09 '18 at 08:35
  • Could you elaborate on the blender version of this? Are you talking about spinning the cube or what? – blue Jul 09 '18 at 11:36
  • Instead of having a cube, have a camera in the center of the scene and "take pictures" in each direction (one image per cube face: up, down, left, right, front, back). This gives you rendered frames that can be applied as individual faces of the cube map. You don't actually need a cube in your scene, you're just using the main camera. – Tavi Kohn Jul 10 '18 at 03:13

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I like to create skybox with uv sphere, it's simpler and easier. Do a quick search on youtube on how to create skybox in the blender that you learn in 5 min.

It will look good like this: enter image description here enter image description here