Virtual location scouting in VR – how it works
Virtual location scouting explained: generate candidate locations, review them in a VR headset with the director and DP, then hand off to previs.
Guides and articles
Practical guides to 360° worlds, written for the people who use them: game developers, VR and WebXR builders, film and virtual production teams, architects and 3D artists. Start with one of the three complete guides below, then go deeper with step-by-step articles on engines, formats, resolution and comfort. New to the vocabulary? The 360° glossary explains every term in a sentence or two.
Complete guide
360-degree images: the complete guide to 360° worlds
How 360° images work: equirectangular projection, resolution, PNG vs EXR, where they are used, and how AI now generates complete 360° environments.
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Complete guide
Game skyboxes: the complete guide to 360° environments for games
Everything about game skyboxes: cubemap vs panoramic, resolution and texture memory, lighting from the sky, and setup in Unity, Unreal, Godot, Blender.
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Complete guide
VR environments: the complete guide to immersive 360° worlds
How to build VR environments with 360° worlds: headset resolution, mono vs stereo, comfort, performance on standalone headsets, and getting into VR.
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Complete guide
360° glossary: the terms explained
Plain-English definitions of 360° terms: skybox, HDRI, cubemap, equirectangular, EXR, pixels per degree and more, with links to full guides.
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Virtual location scouting explained: generate candidate locations, review them in a VR headset with the director and DP, then hand off to previs.
Build believable VR training environments fast: what a scenario needs from its setting, variants from one prompt, and when 360° is enough.
Design VR environments people can stay in: level horizons, true scale, brightness, never moving the world, gentle transitions, and user testing.
Build a WebXR 360° scene with A-Frame: the smallest working page, a-sky, loading large equirectangular images, entering VR and testing on a headset.
Mono or stereo 360°? How stereo fakes depth, where it breaks when people tilt or move, and why mono worlds plus 3D geometry work...
What resolution does a 360° image need in a VR headset? Pixels per degree for current headsets, what 4K, 8K and 16K look like,...
Why a photoreal sky breaks a stylized game, and how to match palette, value and style: painterly, low poly and anime skies, and how...
Add an HDRI to Blender's world: the Environment Texture node, rotating it with a Mapping node, strength, and showing a different background.
How much memory does a skybox use? The maths for 4K and 8K, BC7 vs ASTC compression, mipmaps and the seam line, and settings...
Make a skybox in Unity from a 360° image: import settings, the Panoramic and Cubemap shaders, lighting from the sky, URP and HDRP, and...
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