Oh shit, for a moment that looked like a render in max. Make more
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Oh shit, for a moment that looked like a render in max. Make more
Hm, it just occurred to me, there's no reason a sky has to be just one bitmap (aside from seams). And I hate pixellated skies. I should do the skies in BCE as a cube of 6 2048x2048s.
Can you pm me where you learned to do that, so I might follow in your footsteps and make awesome skies for BCE?
Those were not low res actually. The render was low res but the sky bitmap was 2048x2048. The next one that I make will be less blurred and have more amounts of epic.
I was about to say....
BlUURRY
But that's what I mean, instead of wrapping one bitmap around a sphere, with the implied wasted pixels at the center, you could apply 6 bitmaps to a cube, with some pixel wastage at the corners but still less than before, and since you're not using just one image the cumulative resolution could be much higher.
The sphere is a white 32x32 bitmap. And a 32x32 multipurpose map. The only thing you can see on the sphere is the cubemap. The highest resolution that halo can support is 2048.
I meant the skybox >_>
The bitmap you showed for the sky is obviously designed to be cylindrically mapped around a sperical skybox. I say, use a cube skybox.
Halo can support things over 2038, but it won't render right on ATI cards IIRC.