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(1 edit) (+1)

Alright. If you want to make skyboxes, I recommend making a 2:1 canvas in Krita and turning on the features that tiles the canvas endlessly. It helps making seamless textures. And you can get a sky-esque feel with just a vertical gradient and undefined potentially blurred brushstrokes. Also keep in mind that the closer you get to the middle of the height, the more that part will be stretched vertically in-game, so that's where you want to put the highest density of details. Finally, when you import the texture in unity, it has to be a cubemap. 

Hope this can help, have a good day. 

Thanks for the recommendation. I've heard Krita is a really solid art program, perhaps I should look into it if any future projects call for a custom skybox construction. Textures in general are a bit of a weak spot of mine, as I often settle for Vertex Painting the things I model and animate in Blender.


What I really want to find is a workflow that lets me do custom textures that also have light emissions for some of the colors and not others.