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Sky Tutorial (Part 4 of 5)
by [PnC]Muzma
Now the document is ready for the render sequence. Go ahead and build the scene, with the camera as the centre. You might want to do something simple to start with, like an infinite water plane and one of the preset cloud and sun arrangements, just to try it out.

Once the scene is finished it’s time to do the final render of the six images that make up the Q2 sky. If the camera has been moved while doing the scene make sure it’s returned to the position described above before you render using the following instructions.

The camera is going to be turning right and up and down; doing this involves changing the x and y rotation axis’ in the camera attributes (see the camera settings picture back up the page a bit).

First render the scene (through the camera view) with x, y and z rotation at zero. Then export the image (give it an obvious name with a 1 at the end). Five more to go. Follow this sequence of camera rotations to get the rest.

x= 0 y= 90 z= 0. Render. Export the image, named as the second in the series

(NOTE: Bryce will replace the rotation angles with negative numbers sometimes. Just delete them and put in the ones given here as you change them.)

x= 90 y= 90 z= 0. Render. Export the image, named as the third in the series.

x= 0 y= 180 z= 0. Render. Export the image, named as the fourth in the series

x= 0 y= 270 z= 0. Render. Expert the image, named as the fifth in the series.

x= 270 y= 270 z= 0. Render. Export image, named as the sixth in the series.

If everything went according to plan the last render should have been the camera pointing straight up. And now you have six images which make up a cube.

Next up, converting the images to Quake2’s format.

 

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