Haven't done a #gamedev#gameart tip in a while, so here is a quickie:
SKYDOMES DON'T NEED TO BE A BIG DOME WITH ONE BIG TEXTURE.
You can create compelling skies using custom geometry which can have multiple cuts to allow for a second UV channel. This allows you to sample and blend multiple aspects of your sky in the shader.
For example, your moons can be crystal sharp high res, but the rest low.
You can blend several layers in your shader together to make a sky that has one draw call, but features things such as rolling clouds, sun movement and so forth.
One thing I tend to do is slice the sky sphere into a dome, so it isn't included when you look down...
Another common thing I will do is have the horizon on a cylinder or series of planes rather than on the skydome itself.
This allows me to add subtle details like blinking the city lights slightly to suggest atmosphere and distorting the UVs for heat haze.
If you think of your sky as a color gradient with clouds over the top, your shader can do this by LERP (linear interpolating) several colours using the U or V channel of a UV texture coordinate node.
This gives you absolutely smooth, flawless gradients that a texture cannot
By doing cloud layers in the shader, you lessen draw calls- at the cost of every fragment of your sky costing more (a fragment is each pixel drawn of your screen/buffer).
So you need to think which cost is slowing you down more. Draw calls, shader complexity or overdraw
Once you have created your skydome scene, it may contain several meshes and shaders, some lights etc you can capture this as an HDR skydome image to use for reflections.
Check your manual for this.
My advice is to concept art skydomes first in the context of the level geo, to give you an idea of the colors, complexity and values you want.
A complex scene benefits from a simple sky, and vice versa.
Another really cool way to process your skydome is assembling them inside Substance and generating them from a substance in engine. This includes transforms to place clouds, colors and filters.
This allows you to adjust the skydome in game and get the perfect composition.
Oh and don't just graph photo reference, grab video reference.
Even subtle things like eroding the layers of clouds in and out over a long time gives life to the environments.
Subtle animated color noise over stars makes them twinkle and pulse.
Make the sky breathe
Even the most basic environment can be made to feel epic, limitless, oppressive, empowering, sparkling, wondrous, huge, merciless, motherly, foreboding, ashamed.
Artists can push emotions to players.
Just wheeling the skydome or adding very rare particle spawns can do a lot.
Great skydome artists are not just texture artists. X
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Tom Ellis is absolutely brilliant as Lucifer Morningstar, but my gay brain is now mentally replacing him in the TV show with Gwendoline Christie and it is a bajjilliombsishwjskshs OH MY GOD
Just finished watching the entire series of Taboo.
Still have no idea what it is about.
Like... Tom Hardy is in it, and he is horrible to everyone and they all still want to help him do... something? With gunpowder?
Uhm.
Ahhh the plot thickens... and... everyone is out playing each other in a game where... uhm... the bad guys and the other bad guys are all against the bad guys and there is growling and... uhm.
Oh he ghost fucks his sister, which... but then he just changes his mind...
I have been getting so many lovely thank-you messages about my #adhd threads.
I am glad I could help so many people find some understanding of what they are going through.
But I do want to say that I couldn't have made these tweets without the tireless work of content creators on youTube and Tiktok who have spread information that we should be told about.
I am a shitposter with a platform, and I am good at breaking stuff down into bite size prose
If my threads have resonated, I recommend Jessica's @HowtoADHD youTube channel as a great place to start learning about what ADHD is, and how to accommodate for it in your life.
Teachers are actually pretty lousy with handling accommodations at the moment, and are unaware of many of the things neurodiverse kids need. They are underpaid and over worked, and are poorly briefed.
A classic example is neuroduverse students with slow processing getting additional time for timed tests.
I have seen teachers ignore this, mock the child or give everyone extra time to compensate, which is... gaaaaah.
My experience of school was during a period where we understood little about ADHD and its existence was in question.
I was diagnosed as being "hyperactive" as a child, and told to avoid sugary drinks and orange food colour.
But I got no accommodations, support or therapy.
In 2003 I took the frightening step, quit my full time job as an art director and went freelance.
The first gig I landed was Unreal Tournament 2004.
The gig was to redesign and update the Skaarj, who hadn't appeared in the tournament games before. I submitted this concept, and landed the gig.
They handed me some of the work submitted by a previous artist which was... mmmm... lets just say a lesson in how not to uv unwrap or model for deformation.
I ended up rebuilding it from scratch and texturing it, and got the gig doing all the main characters.