Print Page | Close Window

Threading Beads

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=5564
Printed Date: 19 December 2025 at 10:25am


Topic: Threading Beads
Posted By: Monkey 'o Doom
Subject: Threading Beads
Date Posted: 13 December 2007 at 3:45pm
Well, not really beads. But how does one determine the highest point on a sphere or semisphere (AKA the point where an intersecting pole would exit/enter) in isometric POV? I've got a diagram here showing how I think it would be done, and it looks right, but I can't seem to prove the validity of the method. Any help?
 
 
This whole dilemma was inspired by http://www.pixeljoint.com/forum/forum_posts.asp?TID=5501&PID=82308#82308 - this post , in particular, as well as all the semispheres (often topped with poles or decorations) I've seen in iso over the years. Thanks for your help, guys.


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



Replies:
Posted By: jalonso
Date Posted: 13 December 2007 at 4:53pm
MoD you are quite correct with this formula. However, after many domes and orbs I find that you need to in the end raise it up a little more so that it is technically incorrect but visually correct. In your example placing the pole on the top of the white highlight is where I'd put it here. This is a common error in iso. Many a dome has been topped poorly.
FYI, in my hot air balloon pixel I found that for sensible placement I had to move it even lower than normal and the place ropes to fool the eye. Domes remain an advanced iso thang...Pirate Ship Sail, a holy grail


-------------
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



Print Page | Close Window