public static Spatial createSky(AssetManager assetManager, Texture west,
            Texture east, Texture north, Texture south, Texture up,
            Texture down, Vector3f normalScale, float sphereRadius) {

        Image westImg = west.getImage();
        Image eastImg = east.getImage();
        Image northImg = north.getImage();
        Image southImg = south.getImage();
        Image upImg = up.getImage();
        Image downImg = down.getImage();

        checkImagesForCubeMap(westImg, eastImg, northImg, southImg, upImg, downImg);

        Image cubeImage = new Image(westImg.getFormat(), westImg.getWidth(), westImg.getHeight(),
                null, westImg.getColorSpace());

        cubeImage.addData(westImg.getData(0));
        cubeImage.addData(eastImg.getData(0));
        cubeImage.addData(downImg.getData(0));
        cubeImage.addData(upImg.getData(0));
        cubeImage.addData(southImg.getData(0));
        cubeImage.addData(northImg.getData(0));

        TextureCubeMap cubeMap = new TextureCubeMap(cubeImage);
        return createSky(assetManager, cubeMap, normalScale, EnvMapType.CubeMap, sphereRadius);
    }
Create a cube-mapped sky using six textures.

@param assetManager from which to load materials
@param west texture for the western face of the cube
@param east texture for the eastern face of the cube
@param north texture for the northern face of the cube
@param south texture for the southern face of the cube
@param up texture for the top face of the cube
@param down texture for the bottom face of the cube
@param normalScale The normal scale is multiplied by the 3D normal to get
a texture coordinate. Use Vector3f.UNIT_XYZ to not apply and
transformation to the normal.
@param sphereRadius the sky sphere's radius: for the sky to be visible,
its radius must fall between the near and far planes of the camera's
frustum
@return a new spatial representing the sky, ready to be attached to the
scene graph
jme3-core/src/main/java/com/jme3/util/SkyFactory.java