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.
7Name 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









Blender 3D
Game Engine
Rapid prototyping for 3D games. Test realtime 3D gameplay without having to compile the game code. 3D game models automatically added.  GLSL shaders. Normal Mapping and Parallax Mapping. All OpenGL Lighting modes. This includes transparencies, animated and reflection mapped textures. Multiple textures and materials. UV mapping. Per-pixel lighting and dynamic lighting.  Uses Bullet Physics. Soft body dynamics. Rigid body dynamics. Collision detection and dynamics simulation. Collision bounds of all types. Car physics engine with full support for vehicle dynamics. (Spring reactions, stiffness, damping, tire friction etc.).