In this post, I will explain how the skybox in Hexode was made. I used an open source tool called Spacescape, developed by Alex Peterson. This tool can generate procedural space skyboxes, using noise functions. The nice thing about it is that you can achieve a pretty good result in a limited amount of time.
Following the previous post about modelling comes this post about UV mapping. Before applying texture to a model, it is necessary to create a UV map. Basically, the UV is what links the texture in 2D to the model in 3D. In the example below is a depiction of the mapping of the “rotor” part of the model. For this section of the model I did mark the seams of the UV map myself (ctrl+e while having an edge selected, then “mark seam”). There are some “good practices” that I tried to follow: Read More