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Shattered Sky Skybox

I was given the opportunity to do the shader and FX work for the skybox. I achieved the veil effect with only two planes, some parallax effects to make the cracks look 3d, and then some subtle animation on the cracks and stars and nebulas. Then, a Niagara mesh particle that spawns the shards that fall from a mask around the cracks as well as the auroras. I also did all of the flow effects and color balancing / mapping of the actual sky material and the flickering stars, sun, and shader for the moon, and had to carefully balance this with the lighting team's work.

The biggest challenge with the skybox was that every adjustment affected the lighting in the entire world, and it had to look good at all times of day and all areas int he world, and all weather states.

I worked with the amazing artist Rutger Van De Steeg who painted the backplate textures for the sky as well as helped fine tune the masks or each stage after I painted the initial prototype masks.

Elpis over the Timekeeper's Tower

Elpis over the Timekeeper's Tower

The debris begins to decay into rings around the planet

The debris begins to decay into rings around the planet

Viewed from the snowy area where the aurora is stronger.

Viewed from the snowy area where the aurora is stronger.

The effect had to also work will in all lighting , including including the day time.

The effect had to also work will in all lighting , including including the day time.

The same shot as above at night.

The same shot as above at night.