Bart, they are not fully convertible with only 2D transforms -- your solution is similar to pfunk's, although it requires a Z-compression on the model as opposed to a 3D-shear (actually, I like yours better - it's immediately obvious how to set this up with little/no experimentation). The scaling can't (?) be done on the 2D level and maintain the isometric angles (is this true?). In any case, this is quite cool -- it means that there's direct, automatable workflow from 3D to this flavor of 2D, via a combination of blender scripting and batch image operations.
I just noticed that I didn't mention it in the first post. The outline generation can be done at render time in Blender, or stroking the render in PS. I did the above with blender, since I wanted to stroke the internal contours as well; but if it is to be scaled non-uniformly as part of the post-processing, stroking in PS at the end is the way to go.
Good thinking pfunk! I tried shearing the isometric output (which looks strange), but I haven't thought about shearing the model. That would make accurate adjustments much easier to make.
And now that you've put up an isometric and an oblique side-by-side, the latter looks bizarrely distorted. Once upon a time, I spent many hours looking at this world with a strange perspective... be it any wonder that I look at the world with a strange perspective today? ;) I wonder how the artists at Origin deal with 10,000 of these without much to work with back in the days...
Bart, they are not fully convertible with only 2D transforms -- your solution is similar to pfunk's, although it requires a Z-compression on the model as opposed to a 3D-shear (actually, I like yours better - it's immediately obvious how to set this up with little/no experimentation). The scaling can't (?) be done on the 2D level and maintain the isometric angles (is this true?). In any case, this is quite cool -- it means that there's direct, automatable workflow from 3D to this flavor of 2D, via a combination of blender scripting and batch image operations.
I just noticed that I didn't mention it in the first post. The outline generation can be done at render time in Blender, or stroking the render in PS. I did the above with blender, since I wanted to stroke the internal contours as well; but if it is to be scaled non-uniformly as part of the post-processing, stroking in PS at the end is the way to go.
Good thinking pfunk! I tried shearing the isometric output (which looks strange), but I haven't thought about shearing the model. That would make accurate adjustments much easier to make.
And now that you've put up an isometric and an oblique side-by-side, the latter looks bizarrely distorted. Once upon a time, I spent many hours looking at this world with a strange perspective... be it any wonder that I look at the world with a strange perspective today? ;) I wonder how the artists at Origin deal with 10,000 of these without much to work with back in the days...
ah. Well, I'll know that for next week. My sketch is not of any general use to the public, so I'll pass on the challenge this time...
@ QBU: ...fine :P
What happens when you're stranded on an asteroid too small for gravity, but large enough to grow things that bite?
PainterX/PS, ~1.5hr.
I put something too ugly to be on display. Sorry... ignore this message :)
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