Sky_Ball_5 - How to put in any level

Published on ● Video Link: https://www.youtube.com/watch?v=oUUBBveXJaU



Category:
Tutorial
Duration: 9:17
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https://1drv.ms/u/s!AiICSE8M3GTNimcixfxe9O8mLfKV?e=urs3gv
See video for install instructions.
This is not a packed mod.

Included is the ball
Texture already made
Settings I used for the game clouds saved as a JPG image.
And the Sky Normals that I use are also in the zip (used with cloud layer)

For anyone who is new to Sky_Balls, they are an easy alternative to a cube map that in my opinion are better. Easier to deploy, and works with existing game clouds for a realistic blend between and obvious photo of the sky, and animated game clouds.

Once you have a ball set up in your map, you will need to scale it to around 3,000 x 3,000 x 3,000
Good thing about these balls, you can get more skys from https://polyhaven.com/
There is a somewhat art to getting the texture converted from an EXR to a PNG and looking correct. Involves tweaking the materials Emissive maps and blending with the cloud exposure to get the right amount of brightness. It is easy to fumble this process and end up with whites that are blown out. I typically redude the exposure of the downloaded map until all the white is not being clipped. It will look dark for sure. But using games emissive and cloud exposure will fix that. Also the balls normals are flipped. You are inside the ball with the normals facing you. That is already taken car of. But if anyone is interested in ball making in Blender. Flip the Normals :D
It is a standard UV Sphere. Nothing special. Just smoothed in object smooth.

Textures from Polyhaven are EXR format. I used Gimp to save as PNGs. I was able to use 16k x 8k on small island, but had to reduce the map to 8k x 4k for West Coast. This version is 8k x4k. If you have a real old card, you may need to drop the resolution down to 4k x 2k.