Hello. My name is Nicula Mihai Adrian and I will take you through the process of creating a realistic horizon in Unreal Development Kit. For this you will need some textures and I will use Adobe Photoshop.
Posted by k21n on Jul 13th, 2011
For start we will need a sky texture. I strongly recommend CGtextures.com. Browse their library and pick a texture that you like. I created a tiled texture.
Note: Your result should be saved with the .tga suffix. Let’s say diffuse_test.tga
Recommended resolution is 1024x1024 pixels.
What we will need now is a circle that need to be centered on the mask document. To achieve this, create a new document with the same resolution as the texture and set the Background Contents to Transparent.
Now follow the steps:
1. Select the Elliptical Marquee Tool;
2. By holding the Shift Button, drag a circle in the middle and fill it with black. What we will need now is a new document (mask_texture) with the RGB as color mode in which we create half of the mask or something like that. Drag the black circle (mask_test) on the new document (mask_texture), after, select all by pressing CTRL+A and with the MoveTool selected press the “Align vertical centers” and “Align horizontal centers”.
Now that the circle is perfectly centered create a new layer and in that layer draw a black box so it should look this:
Don’t forget to merge the layers. If you want to be more accurate with the box, create a new document (Width-1024 pixels and Height-512 pixels) with a black background and copy that on the document with the circle.
Apply separately to the channels a Gaussian Blur. Personally I use a radius of 100 pixels, but you can try different settings. The final result (final_mask.tga):
For the grand finale. Save the material, right click on it and select “Create New Material Instance (Constant)”. Now for the FUN part. Open the material instance and play with it. It should look like this: