Unreal Engine 4 Tutorial - Custom Star Scape / Space Scape
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In this tutorial I'm showing you how to integrate Spacescape generator with UE4 using traditional sphere meshes. This is a much superior method to using cube maps which are huge file sizes and produce much worse results. Here is a link to the space scape app by Alex Peterson. It's a really awesome application: http://alexcpeterson.com/spacescape
Comments
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have you tried changing the clamping mode on the textures to mirroring? to correct the texture lines.
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I know how to fix the error at the seams texture, where the white band appears.
just a box to put the modifier Uv Unwrap and each polygon by number alone make PackUVs.... Scan to fit the size of the texture and the seam disappears -
hey, ugh i'm getting only 1 giant square instead of the whole skybox, what do i do?
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Thanks for the video, still works in UE4.12
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I don't want to be critical but PLEASE put a warning disclaimer on this video, so much of your advice is plain wrong which can really hurt and confuse beginners if they follow it. +FiftyNineNinetyFour mentioned a few of the mistakes of this video.
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when I put my sky box into a scene, it's texture is much brighter then it is seeing in the material editor (it actually looks perfect when I look at it in the material editor). Do you have an idea why that could be? thank you very much for such a great tutorial :)
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Im trying to set up my Material ID's in Max and your method isnt working at all. In the nex version of Starscape you have to pick and Export For option, and i think that is fucking it up for me. I choose the Unreal preset but that obviously wrong.
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nothing is working well it looks like it doesn't tile I need to need mywelf to rotate all part and that is super annoying ! losst too much time
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png files take longer to save because of their amazing compression. Think of it this way, with two files of the same amount of detail, dpi, pixels etc, The smaller the file, the longer it will take to compress. That's why pngs take a long time to save, because they typically perform a large amount of compression, while trying to not lose any data.
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Sorry mate, but your approach is flawed: Skybox doesn't move consistently with the Player and you cannot use mist, i like the smoothed sphere method for the mapping, but i need to understand how to modify the UE4 skybox model...
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Thank you was really helpful!
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Thanks for the great tut! A (probably) dumb question:
What is the purpose/benefit of selecting "Skybox" for the LOD Group in the texture detail panel? -
Nice tutorial! Some tech art advice I've collected:
You'll probably want to use a box instead of a sphere (don't tesselate it.) You want to apply Normals to the box so it flips inside-out (so single-sided materials work.) Finally, you want to generate a single material, with a texture parameter, and instantiate that six times, rather than using six separate materials (this also lets you add parmeters like brightness at runtime.) -
you can simply flip the normals to inside if you don't wanna use 2 sided and you really don't need it as long as you will never go out the sky!
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Thank you! This saved my life! First time using Unreal 4 for my texturing final in college and I wanted a pretty sky to look out at. Really easy to follow and worked beautifully. Thanks again :D
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im wanting to build a rust like space pirates game. can i build different planets with sky domes to change the atmosphere around the planets and make the planets accessible to the players to build and farm on the surface and in space and do bounty missions while facing aliens through out the universe and on planets? im still studying really hard to understand what it takes to make a 1st-3rd person sandbox space explorer game with multiple planets and universes. and when it comes to skyboxes and globes you made it so much easier to understand.
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I don't know how the Spacescape generator cameras are set up, but I would have thought that you don't really need to apply the Turbosmooth modifier in max, especially if you're going to link the cube to the camera in Unreal. There should be no need for a sphere. The textures are rendered from a central viewpoint into a cube, so any warping away from the cube shape will also warp the textures as seen from a central camera. And maybe that's causing your seams?
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is that the matt hall from crossy road in your skype?
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Great tutorial, however, when I select shift and select all textures/materials, UE4 opens each of them one at a time, rather than grouped. Any idea why that is?
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My textures all opened up in different tabs. How did you get them to open as a single group? I selected all and hit enter.
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