Creating a Skybox
Quick Instructions
1
|
Add
a
Cube.
|
2
|
Normals
--
recalculate inside. |
3
|
Cut
Cube in
half. Top and bottom.
|
4
|
Delete
bottom
half
of cube.
|
5
|
Select
the 4
side
edges. Mark as seams.
|
6
|
UV
map SkyBox.
|
| 7 | Name the UV map |
Step by Step Instructions
The cube is going to
be our skybox
1
|
Add
a Cube:
Front
View:
NumPad 1
or
3D View menu >> View >> Front
Ortho:
NumPad 5
or
3D View menu >> View >> Orthographic
Add Cube:
Spacebar
>> Add >> Mesh >> Cube
or
User Preference menu >> Add >> Mesh
>> Cube
|
The player will be
inside the SkyBox and we want the textures to be displayed on the
inside where the player can see them.
| 2 |
Normals
--
recalculate inside.
Cube
selected. Edit Mode.
3D View
menu
>> Mode Box
or
Tab key
Toggles
between
edit and object mode.
Select all vertices/edges/faces.
3D View
menu
>> Select
>> Select/Deselect All
or
A key
Toggles
between select and unselect All
Normals: recalculate inside
3D View
menu
>> Mesh
>> Normals >> Recalculate Inside
or
Ctrl Shift N
Recalculate
normals inside
|
The player is only going
to be able to see the top half of the SkyBox.
| 3 |
Cut
the Cube in half. Top and bottom.
Cube
Selected. Edit mode.
Edit Mode
3D View
menu
>> Mode Box
or
Tab key
Toggles
between
edit and object modes
Select all vertices/edges/faces.
3D View
menu
>> Select
>> Select/Deselect All
or
A key
Toggles
between select and unselect All
Select Knife cut -- midpoints
3D View
menu
>> Mesh >> Edges >> Knife
Subdivide >>
Midpoints
or
K key
Knife
(Midpoints)
Cut cube in half
Left
click
mouse one side
Left click
mouse other side
Enter key
|
|