Ghogiel Posted November 27, 2009 Share Posted November 27, 2009 Here is my results of making a cube map in Fallout. I deciphered all the ordering and rotations, and how they are set up in fallout. plus the little fallout quirk I hit at the end. I speculate how to avoid that so you guys don't have to make the same mistake. anyway should give you guys a little idea how to duplicate my results I hope. It is for the more advanced texturers. It's quite a complicated map to put together. Let me kno if it's not very clear. http://www.fallout3nexus.com/articles/article.php?id=199 I will probably make a set of 2 or 3 HQ ones and release them. I'll remake the one in the tutorial so it is right side up Link to comment Share on other sites More sharing options...
Skree000 Posted November 28, 2009 Share Posted November 28, 2009 nice tut Ghogiel. as a pro tip for the novices, cubemaps dont necessarily need to be a seamless image, sometimes at work we want an extremely exaggerated effect, we just input random high-contrast noise, or even gaussian-blurred black and white tiling squares into a cubemap.... it often becomes so distorted anyways, nobody really notices it isnt actually a reflection of anything nearby, but generates visual interest and can cause a model to go from bland to POP in seconds lol. again awesome tuts Ghog, much respekt Link to comment Share on other sites More sharing options...
Ghogiel Posted December 8, 2009 Author Share Posted December 8, 2009 Ishould probably add this to the tutorial... I think the cube maps are rendered in object space, not world space. I think thats the correct terms..... Basically what this means for us is, a weapon, for example. is actually lying on its side when exported, -90y i think. so what happens, or is what is happening to me at least, is that the map is also rendering -90y. I really don't think there is a way around this except to make special rotated environment maps. or just make more or less featureless maps as skree000 points out. Even if the maps arn't a totally clean environment image, I still think at least the top should be light and the bottom darker. pretty much a catch all, indoors as well as out the lighting will usually be from above. Link to comment Share on other sites More sharing options...
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