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A couple of Newbie questions

Printed From: Pixel Joint
Category: The Lounge
Forum Name: Resources and Support
Forum Discription: Help your fellow pixel artists out with links to good tutorials, other forums, software, fonts, etc. Bugs and support issues should go here as well.
URL: https://pixeljoint.com/forum/forum_posts.asp?TID=2609
Printed Date: 27 October 2025 at 7:20pm


Topic: A couple of Newbie questions
Posted By: Twkw
Subject: A couple of Newbie questions
Date Posted: 17 July 2006 at 8:36am
I'd really like to get into isometric pixel art as a hobby. I've read a few tutorials but I still have some questions.

Is there a floor and/or wall template most people follow for a square shaped area? I always see the isometric grid floor in the tutorials, is it drawn or is there a pre-made one you just stick there as a guide?

I noticed a lot of times, that the "squares" in the grid (like in the collaborated pieces) are the same size. Is that size the defacto size to work with? If so, what size is it?

I found a good tutorial that builds a simple hut. Are there other tutorials that guide you through building simple buildings, or simple scenes?

Lastly, Perspective and shading issues. Is there a very simple guide on teaching these with regards to iso pixel art? I think I could fudge through it on a simple box, but for a complex scene, I would be afraid my lack of knowledge would destroy the scene entirely.

Thanks in advance! I look forward to learning and practicing! I hope to be able to contribute worthwhile art for the site and work on a collaborative effort sometime.

Twkw



Replies:
Posted By: Monkey 'o Doom
Date Posted: 17 July 2006 at 9:11am
Oftentimes, people stick to tile sizes of 32x32, 48x48, and 64x64 because they multiply well to create images that cover an entire screen without cropping or waste.
 
Pixelblink has a nice building tut http://www.pixeljoint.com/pixels/tutorials.asp?id=2253 - here .
 
I'm not quite sure of your meaning with the first question, but if it's what I think it is, they draw the grid in themselves.
 
Glad I could help!


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http://pixelmonkey.ensellitis.com">
RPG is numberwang.


Posted By: Twkw
Date Posted: 17 July 2006 at 9:17am
Originally posted by Monkey 'o Doom

 
I'm not quite sure of your meaning with the first question, but if it's what I think it is, they draw the grid in themselves.
 
Glad I could help!


To clarify my first question,  most "rooms" look to be about the same size, so I was wondering if there was a grid people downloaded and loaded in paint to work right on top of rather than drawing it every time they began a new scene. Sorry for any confusion I may have caused with improper wording .
Thanks for the tutorial link, I'm going to take a closer look at it tonight when I get off of work (1am )

Twkw


Posted By: jalonso
Date Posted: 17 July 2006 at 9:26am
Twkw, isometric is just a perpective. The scale can be anything you wish it to be. So long as the angle is 26.565 degrees its isometric. For this reson the grid size varies. I have several sized ones that I save for different projects to save time. When you refer to "rooms" I will assume you mean the Joint. In that collab the scale is set by the originator and the templates for this can be found here: http://www.pixeljoint.com/thejoint/template.asp - http://www.pixeljoint.com/thejoint/template.asp
This is the most commonly used isometric scale.


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http://www.pixeljoint.com/forum/forum_posts.asp?TID=9378&FID=6&PR=3 - PJs FAQ <•> http://www.pixeljoint.com/forum/forum_topics.asp?FID=6 - Sticky Reads


Posted By: Monkey 'o Doom
Date Posted: 17 July 2006 at 9:28am
Ohh!
 
The rooms are all the same size because they're for a community project called http://www.pixeljoint.com/thejoint/ - 'The Joint' . Other sizes are fine, but Joint rooms have a template to follow.
 
Edit: DANG! Beat!


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http://pixelmonkey.ensellitis.com">
RPG is numberwang.


Posted By: jalonso
Date Posted: 17 July 2006 at 9:58am
>(")< isometric tip #47

To determine the scale for any given isometric piece start with the smallest possible detail you wish to be clearly identified.
ie. I you want a door knocker on a door to be recognizable. Make that first then the door, then the grid.


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http://www.pixeljoint.com/forum/forum_posts.asp?TID=9378&FID=6&PR=3 - PJs FAQ <•> http://www.pixeljoint.com/forum/forum_topics.asp?FID=6 - Sticky Reads


Posted By: Shark
Date Posted: 17 July 2006 at 10:40am
@ jalonso - yeah but if your scale is so small u might not see a door knocker.

I find it best to create a  sprite and use that for scale, you can compare you own proportions to anything before you draw it up.


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Snark, we love yuu.


Posted By: jalonso
Date Posted: 17 July 2006 at 10:51am
If you are given a very small scale beforehand (like the Joint) then you should not try to make a door knocker. I meant on a piece with no set scale.

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http://www.pixeljoint.com/forum/forum_posts.asp?TID=9378&FID=6&PR=3 - PJs FAQ <•> http://www.pixeljoint.com/forum/forum_topics.asp?FID=6 - Sticky Reads


Posted By: Shark
Date Posted: 17 July 2006 at 10:53am
Yeah... i would still make the sprite first, afterall - all man-made objects are built anthropometrically.


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Snark, we love yuu.


Posted By: Monkey 'o Doom
Date Posted: 17 July 2006 at 11:04am
Nice word. XD

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http://pixelmonkey.ensellitis.com">
RPG is numberwang.


Posted By: Shark
Date Posted: 17 July 2006 at 11:07am
lol i bet u had to google it.

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Snark, we love yuu.



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