Heh. A single render with perfect tilesheet as outcome would be too fabulous. Thanks for describing your experiences with going 3D -> sprites - I'll play with them some more.
About the entire scene render: I must be missing something. Assume I have a fully put together room (say, spanning 10 tiles wide), a camera set for the isometric, and I also have a previously rendered tile at my disposal. What happen if I render the room at several fold resolution (so 2000x1000 instead of the 640x320 that I need), then shrink the image to match the previously rendered tile? Wouldn't that allow me to cleanly cut out 64 x 32(n) pieces?
(The reason I'm asking about this is that I have a hard time visualizing the pieces in isolation, the way you and Lamoot handled the house/bridge.)
About the OGA/JRPG style - fiddling with it a little more, I'm convinced that for the most part it's just stitching together of separately rendered top (orthographic) and side (ortho) views, such that they fit a square tile. There are some irregularities (e.g., trees merging into forests, archs), but those have no uniform solution. In any case, I'm quite certain that at least a manual stitching step is required.
Hmm... I saw this thread only now. (As a general critique, I find there to be waaaay too many empty subforums on OGA) A community tileset is a good idea, and when I have extra zots available we'll see what can be done :)
My entry... a generic cut-scene of a snowy tower, in the right aspect ratio for Wesnoth. Was going to sprite it up, but I've since learnt that drawing sprites is hard :P I might yet try some other wizardry to get it sprited.
Second entry... another cutscene. Looks like aspect ratio of story art for Wesnoth is a mix bag...
Hi Johann - the tutorial is great. How come you advocate having shape/fill on different objects? Doesn't that make it difficult to make edits? (you'd then need to make edits on multiple copies)
The painting'esque one is in Photoshop CS5. The vector one is Illustrator. I'm trying to figure out a way to generate "generic" story-art for Wesnoth... something that I can bang out once-an-hour (preferably twice, haha).
Sharm: It's nice. A quick note (haha, while being stuck on what I want to make!) Ice and snow are usually blue in the shadows instead of gray as in the picture - I think it'll add a great deal of atmosphere colorizing that in.
It's looking very nice indeed!
Heh. A single render with perfect tilesheet as outcome would be too fabulous. Thanks for describing your experiences with going 3D -> sprites - I'll play with them some more.
About the entire scene render: I must be missing something. Assume I have a fully put together room (say, spanning 10 tiles wide), a camera set for the isometric, and I also have a previously rendered tile at my disposal. What happen if I render the room at several fold resolution (so 2000x1000 instead of the 640x320 that I need), then shrink the image to match the previously rendered tile? Wouldn't that allow me to cleanly cut out 64 x 32(n) pieces?
(The reason I'm asking about this is that I have a hard time visualizing the pieces in isolation, the way you and Lamoot handled the house/bridge.)
About the OGA/JRPG style - fiddling with it a little more, I'm convinced that for the most part it's just stitching together of separately rendered top (orthographic) and side (ortho) views, such that they fit a square tile. There are some irregularities (e.g., trees merging into forests, archs), but those have no uniform solution. In any case, I'm quite certain that at least a manual stitching step is required.
Congratulations!
Hmm... I saw this thread only now. (As a general critique, I find there to be waaaay too many empty subforums on OGA) A community tileset is a good idea, and when I have extra zots available we'll see what can be done :)
My entry... a generic cut-scene of a snowy tower, in the right aspect ratio for Wesnoth. Was going to sprite it up, but I've since learnt that drawing sprites is hard :P I might yet try some other wizardry to get it sprited.
Second entry... another cutscene. Looks like aspect ratio of story art for Wesnoth is a mix bag...
Hi Johann - the tutorial is great. How come you advocate having shape/fill on different objects? Doesn't that make it difficult to make edits? (you'd then need to make edits on multiple copies)
Wow. This is gorgeous.
The painting'esque one is in Photoshop CS5. The vector one is Illustrator. I'm trying to figure out a way to generate "generic" story-art for Wesnoth... something that I can bang out once-an-hour (preferably twice, haha).
Sharm: It's nice. A quick note (haha, while being stuck on what I want to make!) Ice and snow are usually blue in the shadows instead of gray as in the picture - I think it'll add a great deal of atmosphere colorizing that in.
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