Staredit Network > Forums > Modding Assistance > Topic: Isometric Viewpoint Angle
Isometric Viewpoint Angle
Nov 22 2009, 7:08 pm
By: Lord_Jeremy  

Nov 22 2009, 7:08 pm Lord_Jeremy Post #1



Hey. I was tooling around with making some models and I thought it might be fun to render them for StarCraft. Can anyone suggest a good angle of inclination for StarCraft's isometric viewpoint? What I mean is that when a unit is facing up (0 degree offset) it is viewed at some angle above the horizontal. I'm wondering what angle people typically use when rendering their models into sprites.



None.

Nov 22 2009, 7:25 pm Jack Post #2

>be faceless void >mfw I have no face

I believe 30 degrees is what blizzard used, but some people like 45 degrees better. Either should work.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Nov 23 2009, 2:10 pm Symmetry Post #3

Dungeon Master

Quote
Starcraft using a “3/4 isometric” setup for its graphics engine. This
was the “big thing” at the time that starcraft was developed because it
helped give the illusion of 3d graphics in a 2d atmosphere. Now I’m
sure you’re wondering what “3/4 isometric” stands for. First off it’s an
orthographic view of an object. While the calculations aren’t needed to
be gone through (you can find them on wikipedia) you should know
that it means this: If you have the camera flat with the center of your
object you can get a “game ¾ view” by rotating the camera up around
the object by 30°. This is what starcraft uses normally. However, due to
personal taste I like to render from 45° instead. It shows more of the
unit when it’s moving to or away from you and the perspective isn’t
that noticeable. Now since starcraft graphics are isometric many good
graphics artists will tell you to use the “orthographic” view on your
camera when rendering (can be found in the camera’s edits buttons
window). However I prefer to deviate a little from this. Here’s a few
guidelines to help you to know when to render perspective and when
to render ortho:
1. if it’s a building, render ortho. (otherwise your buildings will look
quite odd. So render ortho unless you’re going for a “cartoonish”
mod.)
2. if it’s a LARGE unit render ortho. (this includes battle cruisers,
carriers, ultralisks, etc)
3. if it’s a small/medium sized unit you can render ortho or
perspective. (it doesn’t matter however I get better results with
perspective than ortho.)

That's basically all you'll ever need to know on the subject.

Source: http://uploader.polorix.net//files/185/Keep%20Folder/Building%20Starcraft%20Units%20in%20Blender%203D.pdf



:voy: :jaff: :voy: :jaff:

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Ultraviolet -- :wob:
[2024-5-08. : 10:09 pm]
Ultraviolet -- let's fucking go on a madmen rage bruh
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Vrael -- Alright fucks its time for cake and violence
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Ultraviolet -- Yeah, I suppose there's something to that
[2024-5-06. : 5:02 am]
Oh_Man -- whereas just "press X to get 50 health back" is pretty mindless
[2024-5-06. : 5:02 am]
Oh_Man -- because it adds anotherr level of player decision-making where u dont wanna walk too far away from the medic or u lose healing value
[2024-5-06. : 5:01 am]
Oh_Man -- initially I thought it was weird why is he still using the basic pre-EUD medic healing system, but it's actually genius
[2024-5-06. : 3:04 am]
Ultraviolet -- Vrael
Vrael shouted: I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
With the modern EUD editors, I don't think they're calculating nearly as many offsets as you might imagine. Still some fancy ass work that I'm sure took a ton of effort
[2024-5-06. : 12:51 am]
Oh_Man -- definitely EUD
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