Brutality mask put on, I'd say the nebula's are too bright. You should up the brightness of the rest of the space, or decrease the nebula strength. Another thing I noticed is that there's basically 2 or 3 star strength and size levels in your textures. This looks unnatural - in reality, stars vary widly in both brightness and distance.
Other than that, they look pretty good to me. :)
Some crits and comments needed for starfield/nebula skybox test 56k beware
Create-ivity - a game development blog Mouseover for more information.
Yes Captain P is exactly right. I was thinking about that myself. The stars need to vary a lot more in brightness and size. But by no means am I calling myself an expert. Here is a scene I made for a new upcoming version of our game that you can reference as far as star variation. But otherwise I still think it looks awesome!
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beteogames
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beteogames
thanks for the comments and the crits guys. totally right about the stars. ill post more at some point. right now we're prototyping in 2d so it'll be a (long) while.
Quote:
Original post by Moe
Just out of curiosity, won't it look a little strange when mapped to the inside of a cube? I mean, the stars in the corners will appear a bit flatter/stretched because of the viewing angle, won't they?
EDIT - forgot to mention - they do look superb!
a skybox has perspective in the image that elimitates any distortion. It is easy enough to turn a flat image into a box including the distortion required for it to look correct.Each face has a 90 deg FOV
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