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Help with Isometric Pixel Art

Printed From: Pixel Joint
Category: Pixel Art
Forum Name: WIP (Work In Progress)
Forum Discription: Get crits and comments on your pixel WIPs and other art too!
URL: https://pixeljoint.com/forum/forum_posts.asp?TID=858
Printed Date: 13 September 2025 at 9:23am


Topic: Help with Isometric Pixel Art
Posted By: Grey
Subject: Help with Isometric Pixel Art
Date 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.)









Replies:
Posted By: Shark
Date Posted: 15 September 2005 at 8:13am
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.


Posted By: Grey
Date Posted: 15 September 2005 at 9:55am
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.


Posted By: Shark
Date Posted: 15 September 2005 at 11:20am
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


Posted By: Grey
Date Posted: 15 September 2005 at 12:29pm
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. 


Posted By: Grey
Date Posted: 16 September 2005 at 11:45am


How's this? I think the wood came out especially nice.



Posted By: EyeCraft
Date Posted: 16 September 2005 at 9:18pm
Looking good. I think your strong outlines are breaking up the picture a lot, try softening them up a bit 


Posted By: Kaiyan
Date Posted: 20 September 2005 at 12:32am

Here is a bit of an edit. Different windows and fewer harsh outlines on the brickwork.

Edited castle



Posted By: zi-double
Date Posted: 20 September 2005 at 1:18am

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 :)



Posted By: Grey
Date Posted: 20 September 2005 at 8:58am
Originally posted by Kaiyan

Here is a bit of an edit. Different windows and fewer harsh outlines on the brickwork.

Edited castle



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:





Posted By: Shark
Date Posted: 20 September 2005 at 9:11am
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.


Posted By: EyeCraft
Date Posted: 20 September 2005 at 2:50pm
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.


Posted By: de Thch
Date Posted: 21 October 2005 at 1:07am







[/QUOTE]

 

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!


Posted By: de Thch
Date Posted: 21 October 2005 at 1:51am
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!


Posted By: de Thch
Date Posted: 21 October 2005 at 2:07am

 

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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