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glBender

Rendering 3d models into 2d isometric

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Hi, I'm working on a small isometric game, using 64x32 diamond tiles. I've been doing some place holder-type art (I'd never let anyone see it, EVER). Anyway, I have been doing most of it in Gimp, and I want to try doing some of it in Blender. I've been messing around with ortho cameras to make one grid-square in blender on the horizontal plane render as a 64x32 diamond, and I haven't gotten it to work exactly right yet. I'm rendering to a 512x512 image, and I've got the isometric part right, but I'm not sure what scale to give the camera to make it 64x32. I'm going to keep playing with it and I'm sure I'll guess it right eventually, but if anyone could also explain why a certain scale will make it render the way I want it to, that would be great too. Thanks in advance, glBender

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This is just going to be a matter of camera angles. Obviously to get a diamond shape, the camera has to be aimed along a diagonal of the square. It should also be pointing through the middle of the square. Then the ratio of the diamond's width to its height depends on the height of the camera. The lower the camera is, the narrower the diamond will appear to be (while viewed from straight up, the diamond will just be a rotated square). I haven't bothered to do the trig, but I think that a 30° angle will get you what you want.

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Ya, I have got the isometric part right, its a 2:1 ratio of width to height but I wanted to make it so the width of a tile was 64 pix on the rendered image and the height 32.

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512 / 64 = 8. So if you're rendering 512x512, position your camera so that eight tiles of the grid are visible in each horizontal row. (Well, every other row will have seven fully visible tiles and then two half-visible tiles on the end. But you get the idea.)

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Here is a great reference on how to make iso tiles with Blender. It also includes a link to a Blender file with nice camera and lighting setup.
Scott

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