pekkavaa,
@pekkavaa@mastodon.gamedev.place avatar

I experimented with subdividing a skybox quad by hand but keeping its UVs intact. Followed by baking a new small texture in the new vertex positions to give more texels to more detailed regions in the texture.

It produces an interesting result but I find the sharp details a bit jarring. Maybe it would work better as a subtle effect.

#n64 #n64graphics #blender3d

A skybox image comparison. Left: A quad with the baseline 44x44 texture. Right: The tessellated quad with the stretched UV tetxure. Gives more precision in details but introduces some artifacts.

TomF,
@TomF@mastodon.gamedev.place avatar

@pekkavaa Yup, inconsistent texel density is surprisingly jarring in a lot of contexts.

BTW compare this to the Homeworld skyboxes, which were (AFAIK) all constructed without textures - just gouraud-shaded tris. Very interesting effect.
https://simonschreibt.de/gat/homeworld-2-backgrounds/

aeva,
@aeva@mastodon.gamedev.place avatar

@TomF @pekkavaa this reminds me of how the stars in Wind Waker are all meshes to keep the edges nice and crisp. I love this kind of stuff.

pekkavaa,
@pekkavaa@mastodon.gamedev.place avatar

@aeva I went and checked out the stars in Wind Waker and yes sharp they are 😀 Much of the fun stuff in realtime graphics is on the tech art side.

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