Hi Guys!
I left the UVs like they came out in 3DSMAX.
But now i have these results for the Zenith and the Nadir:
So whats the best way to UV a Sphere to use the Sphere as a Skybox?
Or should i use a Cube for a Skybox?
Gazu
Hi Guys!
I left the UVs like they came out in 3DSMAX.
But now i have these results for the Zenith and the Nadir:
So whats the best way to UV a Sphere to use the Sphere as a Skybox?
Or should i use a Cube for a Skybox?
Gazu
I am looking for something like that as well.
What I would recommend is doing some tests. Input a grid as a texture and play with UVs until you get something you like. Anyway that’s what I will try in some time (when I have time), I’ll keep you updated
Hm, I could recommend to open Sky blueprint and just look at sphere UV.
Also you could create Scene Capture Cube and then export file and use this as a base to paint on in Photoshop
That looks to me like, like your sphere isn’t made with quads, but t riangles which WILL cause that.
Just a thought, I’m far from a sky expert , but that IS the pattern you see typically on a NON quad based mesh.
Cheers
nl
Ok thank you guys.
But will Unreal not Auto. Triangulate the Mesh when Importing it to the Engine?
I think it does yes given its a tri based engine .
Even so ,what you have looks to me anyway like its a tri based sphere not a quad one, they look at different, at least that’s my theory
GL
Cheers
nl
Yes its Triangulated in 3DSMAX, so there are no possibilities to change the geometry for any software package.
But that doesn´t help me because the Engine would triangulate it auto.
the issue is not necessarily if your mesh is triangles or quads. what matters are your UVs and if they match your textures. i believe epic uses equirectangular panorama mapping which is the same as the mapping of the 3ds max sphere. so you need to either UV the sphere in a way so it matches your texture or convert your texture to match the uvs of the sphere.