When you are exporting cubemap images from Spacescape 0.5 it now has a setting for PNG export specifically for Unreal. Unfortunately it does not work correctly.
But after a lot of trial and error (Holy hell the UE4 texture input is slow!) I got it working.
After importing into photoshop, assemble the frames in the order 1-6 left to right. Then:
Rotate frame 1 90 degrees clockwise
Rotate frame 2 90 degrees counterclockwise
Rotate frame 3 180 degrees
Then export using the nvidia dds photoshop tools wait a bazzlion minutes for unreal to import it and you are good to go.
NOTE: I have submitted a bug to their site and it looks like it is pretty active so I would imagine it will get fixed soon but if you donât want to wait try the above things.
Just to let everyone know I worked with the creator of the skybox tool and he have fixed it to directly export the correct skymap dds that you can directly drag and drop into Unreal. This is awesome! Not sure when he is going to release it but I got to try out the prerelease version and it is really good.
FYI I managed to import the âUnreal DDSâ into Unreal Engine 4.7.6 with spacescape 1.5.1. I think the reason why it didnât work at first is that the file was too big.
According to this answer, it may not be bigger than ~85Mb. Image size 1024 works fine, althrough it took some minutes to finish the import.
But of course, the rotation is still incorrect and has to be manually fixed
This is going to sound strange, but I was able to fix this by doing the following (I didnât feel like flipping in photoshop, etc etc, found this faster):
Create nebula/spacescape in spacescape, save as png file in a 1024 format, you should now have 6 photos.
Open up ATI CubeMap. Youâll see a colored sphere with sides. Now⌠Press 1 and then F, import related picture (star_right1), then 2 and F (star_left2), etc etc. Do this for pictures 1 through 6.
At this point, you should see your full spacescape picture, but itâll be all out of order.
Now do the following:
Press 1 and then H (horizontal rotate)
Press 2 and then H (horizontal rotate)
Press 5 and then H (horizontal rotate)
Press 3 and then V (vertical rotate)
Press 4 and then V (vertical rotate)
Press 6 and then V (vertical rotate)
Click in the middle of the screen, and you should see them pop into alignment and should be whole now.
I tried various export settings, however, I actually will admit I did not attempt to export as âunityâ and exported as unreal. If that indeed is the âfixâ to import to unreal that would sure be much easier than the above suggestion LOL.
Iâve been struggling with this issue for awhile and thankfully just found this thread. I havenât tried the rotation instructions yet, but Iâm going to that right now.
It seems like using the âUnityâ export option from SpaceScape is NOT a fix. I just tested it out and still got misaligned seams when I put the images into Cubemap. Comparing the âUnrealâ exported images with the âUnityâ exported images revealed that theyâre different from each other (example - the âfront5â image exported with Unreal is the same image as the âupâ image exported with Unity). Unfortunately, the Unity image names only contain directions and not numbers. One other thing to note is that Unreal naming uses âbottomâ and âtopâ, while the Unity naming uses âdownâ and âupâ.
I was finally able to get a 4096 DDS into Unreal by using Alexander Mejiaâs Photoshop adjustment instructions that are listed above. The quality is less than optimal though, so Iâll be looking into how to improve that. Thanks for all the help and info provided in this thread!