Everyone likes free stuff, but as artists free stuff can be a real life saver. With this round of free stuff, we are including 6 sky panoramic textures. These textures are 4096×2048 and are licensed as CC Attribution 3.0. You are free to use them for just about any use. In commercial work and personal.

These images were created with Dreamscape from Afterworks, a 3D Studio Max Plugin. But don’t fret, these are .tgas and work great with Blender. ;)

Enjoy!

Creative Commons License
CG Cookie Sky Textures by Wes Burke is licensed under a Creative Commons Attribution 3.0 License.

textures_skypanoramic_05

textures_skypanoramic_04

textures_skypanoramic_03

textures_skypanoramic_02

textures_skypanoramic_01

textures_skypanoramic_06

Textures: Skies

Discussion

22 Responses to “Textures: Panoramic Skies”
  1. Arterial Tree
    Posts: 1

    Many thanks for these!! They will certainly come in handy in the near future.

    Also just wanted to quickly say a huge thank you for all the hard work you guys do here. This really is a fantastic site!! Thanks again!!

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    1
    Nov 1, 2009 at 2:44 pm
  2. Nixon
    Posts: 61

    I was just building skydomes tonite:) Really nice images, much appreciation for that treat!..Hope everyone at blendercookie had a nice Halloween and eventually had a HDR-dance party:)
    Best wishes and regards from Berlin.

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    2
    Nov 1, 2009 at 6:24 pm
  3. Posts: 77

    These look great! I’m not sure how to use these, any thoughts on a tip/tutorial on this?

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    3
    Nov 1, 2009 at 9:17 pm
    • Nixon
      Posts: 61

      Usualy u can use them as a skybox or skydome.
      I’m not so familiar with the boxes but i learnt how to make a dome so i try to repeat what i learned. Take any of the skies u like into a photo editing program (i use gimp so i explain how to do it in gimp):
      load the image into the gimp with open file u’ll see a broad image strip,
      go to the filters tab->distort (or distortion..i have german version so can’t check back on the correct spelling)
      in distort dropdown choose -> polar coordinates, you’ll see a preview of a circular image, hit okay
      since the image is now circular and not filling the whole space,
      use the rectangular selection tool and select the area with the sky circle,
      double click on the rect.selection tool to bring up the tool properties,
      u can scroll down there and you can make your selection perfectly square in the size/res slider, (in this case i think 2048×2048 is about whats right)
      go to ->image tab choose -> crop to selection to crop your image,
      save the image as a new file.
      thats it for the gimp..you might want to correct colors or gamma or use any filters but thats up to you.

      back to blender:
      spawn a uv sphere and delete the lower half of it in edit mode, open the uv image editor, select all faces and hit ‘U’ to unwrap,
      load up your new texture in the image window so u can see the uv layout on top of your img, go to materials tab and assign a material with an image texture of your circular sky, chose ‘uv’ in ‘map input’ panel for that texture,

      check your result in textured mode, you should see the outside of the dome with a sky, if it is distorted alot consider to scale up the uv’s from the center vertex with proportional editing (big size so most of the uv rings are affected) scale the whole uv down if u exceed the edges of the picture from scaling..anyway play around with scaling uvs til u feel the sky looks good:) (u can also care for that after the next step or at any time later)

      since the sky only appears on the outside of the dome u gotta go to the editing panel (F9),in the buttons tab with multires, UV-calculation and texture face go to the texture face buttons and choose 2 sided, this only affects the active face so select all verts of the sphere and hit the copy button in the texture face panel, this will apply twoside to all faces,

      then u should have a skydome..still u could tweak alot, make it bit transparent etc. or get high dynamic range effect and so on but this would take too much space here,

      i don’t guarantee that this is the best way to make a skydome but its working for me and i didnt dare to link to other tutorial sites here in case theres some sort of concurrency among those…i learnt this from a great guy called roberto R.(kudos):)

      #
      3.1
      Nov 2, 2009 at 5:34 pm
  4. Nixon
    Posts: 61

    woah ..sorry Wes this text got so long ..it seemed less huge in the posting window..delete if necessary :(

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    4
    Nov 2, 2009 at 5:58 pm
    • Posts: 431

      Hah – thanks for the detailed response. Nothing some coffee can’t handle to get you through. Good stuff and thank you for taking the time. ;)

      Cheers,

      W

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      4.1
      Nov 3, 2009 at 10:43 am
      • Nixon
        Posts: 61

        it’s been a pleasure:)
        ..thx again for the skies and all the effort u put into this!

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        4.1.1
        Nov 4, 2009 at 10:29 am
  5. Posts: 18

    Thanks Tons.

    Sound like a noob when I ask this.
    But how do I use them in my rendering?
    I tend to use Photoshop for my backgrounds (Render from blender as PNG without background)

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    6
    Nov 3, 2009 at 1:36 pm
    • Nixon
      Posts: 61

      if u just want to use them as a simple backdrop, u can apply them as a texture to the world.
      Shading panel(F5)-> world button->texture tab ‘add New’–>texture buttons (F6)
      ->Type ‘Image’->click load and load the desired texture :)

      if u map em onto a plane, just do the same but select the plane add a material and then an image texure to that one

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      6.1
      Nov 3, 2009 at 1:51 pm
  6. Tangela Garlitz
    Posts: 1

    Thanks for taking precious time to create this. It’s challenging to get something both free as well as high quality similar to this post.

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    7
    Jul 21, 2010 at 6:29 am
  7. Broderick Lessman
    Posts: 1

    thanks for this nice blogpost. i am interested in any kind of tourism.

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    8
    Mar 7, 2011 at 3:35 am
  8. Posts: 1

    These source files are AWESOME!!!
    Thanks to whoever posted them.

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    9
    Jan 25, 2012 at 12:19 pm
  9. Iconoclasty
    Posts: 4

    Hey, I made an .exr file out of the second to last photo, for reflection mapping. I’ve been using it for personal work, nothing that has left my HDD, until now. I just released it on a blender file to another user. I sent an email to the second user to add an attrib line in file if he uses it on opengameart.org. I forgot where I got the photo from for a solid minute.

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    10
    May 18, 2012 at 8:56 pm
  10. Salum Muhammed
    Posts: 1

    can i use this in 3d games i am selling? i find the explanation of the terms of use a bit confusing, so please put it in not-so-confusing text.

    also; please send replies to “[email protected]” as well as a reply to this comment, as i am veeeeerrrrrrrrrryyyyyyy busy at the time of this comment

    speaking of which: moving along now, goodbya.

    Thanks and kind regards

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    11
    Dec 4, 2012 at 12:44 pm
  11. Posts: 1

    Love the pictures they look like photos. Can you tell me or point me to a DVD or video that shows how to make a day scene with clouds, turn to a night scene with a moon during the animation,or something of the sort?

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    12
    Feb 19, 2013 at 7:00 pm
  12. Nei
    Posts: 1

    turn it free for all, it’s only a computer generated image!

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    13
    Feb 28, 2013 at 1:45 pm
    • Posts: 2971

      The textures are free for all to download. It’s licensed under Creative Commons 3.0 Attribution. You can do anything want with them so long as you attribute back to CG Cookie.

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      13.1
      Feb 28, 2013 at 2:01 pm
  13. Posts: 5

    One thing I really miss in Blender is the ability to create your own skies from within Blender. Of course, there are a lot of resources like these which are useful in manu situation, but if you want to create some custom sky you are more or less forced to rely on costly professional software (Vue, Dreamscape, etc).

    I know that you can do a little bit with the sky settings in the internal renderer and with the sky background texture in cycles, but it is quite limited and I hope this will improve in future versions.

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    14
    Mar 11, 2013 at 9:04 am

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