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Author | Message |
Grey
Seaman ![]() Joined: 15 September 2005 Online Status: Offline Posts: 5 |
![]() ![]() ![]() Posted: 15 September 2005 at 6:52am |
Hey, I was wondering what the correct way for making isometric pixel
art was (if there even is one.) I made a small image to illustrate my
problem. I have seen people use number 1 and number 3 and also both, in
one image. I made up the number 2 method after being unable to ever
have centers in cubes (they always came out uneven, very much like 1
and 3.)
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Shark
Commander ![]() ![]() a.k.a. Feron Joined: 02 July 2005 Online Status: Offline Posts: 2136 |
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just go with what looks right for the piece. personally i use number 1
because 3 can mess up your measurments with the 3 in the middle. number two could be used for a round edge as opposed to the more formal and consistent right angle vertices commonly found on a cube. |
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Grey
Seaman ![]() Joined: 15 September 2005 Online Status: Offline Posts: 5 |
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For my first actual attempt at a building I used number 2:
![]() Notes: I got lazy and colored it in photoshop. The grass isn't made by me, I believe it's from Age of Empires or something. |
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Shark
Commander ![]() ![]() a.k.a. Feron Joined: 02 July 2005 Online Status: Offline Posts: 2136 |
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i looks very bland, try adding detail and different shading on walls to
add more contrast. for a tutorial on textures whicih would be nice for this piece ie grass brick and wood http://www.19.5degs.com/element/835.php#d2 |
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Grey
Seaman ![]() Joined: 15 September 2005 Online Status: Offline Posts: 5 |
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I'm not sure what to do with the windows, since the building is
supposed to be set in medieval times, I don't think I should make them have glass.
Edited by Grey |
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Grey
Seaman ![]() Joined: 15 September 2005 Online Status: Offline Posts: 5 |
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![]() How's this? I think the wood came out especially nice. Edited by Grey |
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EyeCraft
Commander ![]() ![]() Joined: 07 July 2005 Location: Australia Online Status: Offline Posts: 425 |
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Looking good. I think your strong outlines are breaking up the picture a lot, try softening them up a bit
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Kaiyan
Seaman ![]() Joined: 20 September 2005 Location: China Online Status: Offline Posts: 1 |
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Here is a bit of an edit. Different windows and fewer harsh outlines on the brickwork. |
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zi-double
Commander ![]() ![]() Joined: 05 October 2021 Online Status: Offline Posts: 277 |
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hm I always try to use 3-rd variant but somewhere he isn't good ... I think with 3 easy can make lights on the corner but problem is when you want to have perfect simetry always you can't, but always can add another lines in the middle for shadows or something else ... =================== :) GDGB :) |
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Grey
Seaman ![]() Joined: 15 September 2005 Online Status: Offline Posts: 5 |
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Originally posted by Kaiyan Here is a bit of an edit. Different windows and fewer harsh outlines on the brickwork. That's pretty neat although it's not consistent with the scale I work on, mine is supposed to be a house/manor instead of an Castle. Also not to be a dick but I'd rather not have you put your logo on, what you said yourself, my thing with a bit of an edit, thanks. Oh and here's how I made the windows now: ![]() |
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Shark
Commander ![]() ![]() a.k.a. Feron Joined: 02 July 2005 Online Status: Offline Posts: 2136 |
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i think you could use some of the techniques Kaiyan uses in his edit.
Especially the brick work and try and make your own grass for more detail. I like this piece buy its needs more interesting tings like people and stuff on the roof. |
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EyeCraft
Commander ![]() ![]() Joined: 07 July 2005 Location: Australia Online Status: Offline Posts: 425 |
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Also I don't think theres enough variation in it. Its redundant and
bores the eye. There needs to be things to break it up a bit, some
different colours and objects.
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de Thch
Midshipman ![]() ![]() Joined: 24 May 2005 Location: Italy Online Status: Offline Posts: 52 |
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The only exact cube is the n. 2!!
The term isometria derives from the Greek "iso" that it means equal and "mètron" that means measure and only scale of measure must be used.
The relationships of dimension on the three orthogonal aces, must be equal.
Therefore, 1 pixel on X is equal to 1 pixel on Y is equal to 1 pixel on Z.
In the cube n. 1 the measures on the skillful side is alterated. In the cube n.3, the angles are alterated! |
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de Thch
Midshipman ![]() ![]() Joined: 24 May 2005 Location: Italy Online Status: Offline Posts: 52 |
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I will try to explain it better.
![]() this is a square on the orthogonal plan The left side (a) measure how much the skillful side (b).
Designing the height, therefore realizing a cube, the dimensions of sides a/b, do not have to change.
![]() Now, as we see in the figure n.1:
In the left side, between the two black lines, there are three lines colorful (red, green, yellow), therefore three rows of pixel for width.
On the skillful side, the colorful lines are four.
We have altered the dimensions of sides a/b
the dimensions of sides are not those of the departure square. This does not correspond to the geometric rule! |
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de Thch
Midshipman ![]() ![]() Joined: 24 May 2005 Location: Italy Online Status: Offline Posts: 52 |
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Always in the same square, the angle is constituted from two pixel.
In the figure n.3, the same angle is costituito from three pixel.
Also in this case, we have altered the measures. |
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