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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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SimanQzia

Export 3D model to an Isometric view image?

4 posts in this topic

Does anyone knows a good efficient method to export rendered 3D model to Isometric view?
I would also like to hear some suggestions what kind of 3D Modeling software are the best and user-friendly.

I appreciate for the time and help! :}
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You're not looking for an 'export', you're looking for 'render'. And any 3D modeling software worth a damn will allow you to render.
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[left]Thanks, that was quite what I was searching for, however it's not pixel-accurate camera.[/left]
[left]Something that would work with this position formula :}[/left]
[left]x(screen) = x?z[/left]
[left]y(screen) = y + (x + z) / 2[/left] Edited by SimanQzia
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You're not going to find any 3D modeling package that uses your formula behind the scenes. They will all use a general-case transformation system. The best you can do is set your camera to approximate your formula.

For one thing, your coordinate space is distorted. From looking at the (x-z) and (x+z)/2 portions, I am led to believe that the camera angle being represented is to implement the standard 2:1 tile size ratio, which is approximated by a 30 degree camera view. ie, 30 degrees above horizontal. However, the +y portion of your y coordinate calculation doesn't take into account the foreshortening of the y axis, so objects are skewed, with y contributing too much to the final screenY coordinate. More proper would be to scale y's contribution to the screenY by sin(30) to approximate the foreshortening.

That being said, just use an orthographic perspective as 3DModelerMan suggested, and set the angle of the camera above the horizontal to be 30 degrees. The resulting render should be close enough for government work; any inaccuracy may need to be corrected with Gimp or Photoshop. Edited by FLeBlanc
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