FINALLY someone actually gives some guidance on pre-rendering assets… this was near impossible to find. Appreciate you taking the time to put this together 👏
set your rotation on the x to 60.0938 if you want pixel perfect 2:1 isometric lines for pixel art. Calculate using Θ=90-arcsin(tan(x)) where x is your line angle and theta is the angle for blender
Love the videos. I was just watching this channel yesterday. One quick tip: you can set freestyle to use a specific color for a material when it outlines. So you can get outlines that vary in color. It's great for making more vibrant and cartoonish pixel art.
If you want to use the tiles to make a big scene and have them be seamless, set the camera angle to 60, 0, 45. You can disable anti aliasing by setting the filter size to 0px on the "Film" render settings. You will notice that in some isometric tiling Software it won't line up perfectly without setting the grid to a weird grid size ratio. Alternatively, instead of turning the filter off in render settings, look at some tutorials for pixel art shaders and copy their approach. You will get a nicer result.
It totally just depends on how you want your game to look! Things to consider is stuff like, shaders, image resolution, and file size. You'll probably want to use a .PNG with alpha transparency though.
The scale of objects is off when you rotate the camera. I want to make a tilemap with the camera at 45°, like in the Pokemon example. But the only way to fit a block of terrain in a 64x64 area, is to stretch it manually, render & import to an image editor and then make the tilemap there. Is there any way to make a tilemap in Blender with the camera angled?
I mean, if you are using RPG Maker… couldn’t you just export these models & import them into a Photoshop file of a tileset sheet? Then just export that into your game files to use 🤔
Hey everyone! Hope you have a great weekend! Let us know if you have any questions or suggestions!
FINALLY someone actually gives some guidance on pre-rendering assets… this was near impossible to find. Appreciate you taking the time to put this together 👏
set your rotation on the x to 60.0938 if you want pixel perfect 2:1 isometric lines for pixel art. Calculate using Θ=90-arcsin(tan(x)) where x is your line angle and theta is the angle for blender
out of curiosity, why 60.0938 instead of 60.0?
@@mornedil69 for pixel perfect 2:1 in the diagonals
Where was this video 2 weeks when I was struggling, man ? Damn I'm glad I found this.
Love the videos. I was just watching this channel yesterday.
One quick tip: you can set freestyle to use a specific color for a material when it outlines. So you can get outlines that vary in color. It's great for making more vibrant and cartoonish pixel art.
This is a great tip! Thank you for watching 😁
Nice video as always, thank youuu!!
😄 Thanks for watching!
I want to know more about creating 2d sprites with blender
Super awesome!! Thanks for everything!!
💙 Thanks for watching!
If you want to use the tiles to make a big scene and have them be seamless, set the camera angle to 60, 0, 45. You can disable anti aliasing by setting the filter size to 0px on the "Film" render settings. You will notice that in some isometric tiling Software it won't line up perfectly without setting the grid to a weird grid size ratio.
Alternatively, instead of turning the filter off in render settings, look at some tutorials for pixel art shaders and copy their approach. You will get a nicer result.
how to manage the camera angle according to GDevelop isometric grids????
Your videos are awesome! Thanks for making such great tutorials. I would like to see how to use drivers on a rigged model.
I love drivers! We could definitely cover this at some point! Thank you for watching 😊
You did not talk about the even lighting set-up a very important topic 8n rendering. What is your lighting set up here
1:54 - for those who like trig: The weird number is `atan(√2)`
hey, what are the best settings to render for platformer games? Like using 3D models to make pre-rendered graphics to use in-game engines.
It totally just depends on how you want your game to look! Things to consider is stuff like, shaders, image resolution, and file size. You'll probably want to use a .PNG with alpha transparency though.
Great Video!
💙 Thank you!
Very helpful thank you
Thanks Professor Oak.
legend
thank you
Can you help me to replicate buildings from game: Industry Giant 2
I would give you some money if you can provide starting file :)
god bless you
dr oak???
No, it is I, the legally distinct Professor....hehe
Just found your page. You do great tutorials. But occasionally you talk to fast :P
Z Axisia
Hurray for you!
The scale of objects is off when you rotate the camera.
I want to make a tilemap with the camera at 45°, like in the Pokemon example. But the only way to fit a block of terrain in a 64x64 area, is to stretch it manually, render & import to an image editor and then make the tilemap there. Is there any way to make a tilemap in Blender with the camera angled?
I mean, if you are using RPG Maker… couldn’t you just export these models & import them into a Photoshop file of a tileset sheet? Then just export that into your game files to use 🤔