# How would I go about recreating this skybox, lighting and atmosphere?

**URL:** <https://forums.unrealengine.com/t/how-would-i-go-about-recreating-this-skybox-lighting-and-atmosphere/2736110>\
**Category:** World Creation\
**Tags:** skysphere, skybox, unreal-engine, Lighting, question\
**Created:** [July 16, 2026, 11:51am UTC](https://forums.unrealengine.com/t/how-would-i-go-about-recreating-this-skybox-lighting-and-atmosphere/2736110 "2026-07-16T11:51:41Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![DragonessA](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/dragonessa/32/895729_2.png) [@DragonessA](https://forums.unrealengine.com/u/DragonessA)\
**Post date:** [July 16, 2026, 11:51am UTC](https://forums.unrealengine.com/t/how-would-i-go-about-recreating-this-skybox-lighting-and-atmosphere/2736110/1 "2026-07-16T11:51:41Z")

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Hi all,

I’m very new to Unreal Engine (I am using UE 5.6.1) and I’m trying to create a custom map for the game Mecca Chameleon. This map is a rip of Veldin from Ratchet & Clank HD on the PS3 (originally a PS2 game, map taken from PS3 HD port). I would like to recreate the level as closely as possible, and I’m having trouble with the lighting and sky.

The rip contains 3 texture files for the sky, and I’m not sure how to translate these flat pngs into a skybox. I have tried several tutorials but none look right. I’ve also struggled to get similar lighting to the original level, but I think having the skybox in will help that.

I did try to do it using a tutorial for a sky sphere but it doesn’t look good and I can only get one texture on there at a time, and that texture bugs

As a new user I can only include one picture in this post, so I’ve consolidated my examples into one image:

 ![NewCanvas6](https://d3kjluh73b9h9o.cloudfront.net/original/4X/1/4/3/1433976ecd7fb87653a995ade287a5b8024d98e1.png)

Overall, my MAIN question is how to make these 3 textures into a skybox like in the original game. Then tips about lighting would be nice too.

Thank you 🙂

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<div class="post-metadata">

**Author:** ![MostHost\_LA](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/mosthost_la/32/907035_2.png) [@MostHost\_LA](https://forums.unrealengine.com/u/MostHost_LA)\
**Post date:** [July 17, 2026, 3:05am UTC](https://forums.unrealengine.com/t/how-would-i-go-about-recreating-this-skybox-lighting-and-atmosphere/2736110/2 "2026-07-17T03:05:27Z")

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essentially you don’t.  
Unreal doesn’t (and has basically never) supported any of this.

best option would be for you to somehow create a new image to use on a mapped sphere where you turn the normals on the inside and map the texture into.

It’s not really comparable though. It’s a hack at best.

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**Author:** ![ZacD](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ZacD](https://forums.unrealengine.com/u/ZacD)\
**Post date:** [July 20, 2026, 12:26pm UTC](https://forums.unrealengine.com/t/how-would-i-go-about-recreating-this-skybox-lighting-and-atmosphere/2736110/3 "2026-07-20T12:26:09Z")

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Looks more like 2 textures that should be cylinder mapped and a cloud layer that that does some sort of panner scrolling.
