baboogy
Literate
- Joined
- Dec 22, 2023
- Messages
- 37
Did some mucking about in a pixel editor, just to give myself some more food for thought. I took one of my wall textures I made and did some skewing and resizing to make new textures at 3 distances from the player view.
Then went in my 3D renderer and took another screenshot.
Made a new canvas in the editor, and copy pasted individual segments out of my perspective textures to try to recreate the view. Everything is measured out and snaps to grids perfectly (128x128 (+0), 64x64 (+1), 32x32 (+2))
Already looks much closer to the kind of style I'm trying to emulate. Though obviously the pixel art needs work, and wouldn't just be transforms of a straight on texture, and there'd need to be some kind of fog and dithering effect, maybe shadow tint on opposing axis walls.
One more mockup render with a copy pasted and scaled in archer sprite I made. I think I'll have to sleep on it. Going for the 2D visual style would (in my opinion) be more pleasing aesthetically. But 3D offers a lot of conveniences, and features that I wouldn't be able to replicate well in a 2D style.
Then went in my 3D renderer and took another screenshot.
Made a new canvas in the editor, and copy pasted individual segments out of my perspective textures to try to recreate the view. Everything is measured out and snaps to grids perfectly (128x128 (+0), 64x64 (+1), 32x32 (+2))
Already looks much closer to the kind of style I'm trying to emulate. Though obviously the pixel art needs work, and wouldn't just be transforms of a straight on texture, and there'd need to be some kind of fog and dithering effect, maybe shadow tint on opposing axis walls.
One more mockup render with a copy pasted and scaled in archer sprite I made. I think I'll have to sleep on it. Going for the 2D visual style would (in my opinion) be more pleasing aesthetically. But 3D offers a lot of conveniences, and features that I wouldn't be able to replicate well in a 2D style.
Thank you, I will give this a read.I have no idea what you mean, but if you mean perspective, here's a nice doc explaining perspective in true 2d isometric games and a bunch of other stuff https://docs.google.com/document/d/1lZITNMtdweTqOg2BND14OEcGDkHfV4VU_F9xkD15d5w/edit
How to imitate it in 3d is obvious once you know what to look out for.
It's in Russian, so run the document through google translate.