Question on camera angle / perspective
Posted: Fri Jan 17, 2020 12:43 pm
Hi! I am just starting to make some graphics with blender but somehow the perspective just won't look like the vanilla game stuff when using 45° degree camera angle (wich is used in the game according to FF133) and orthographic projection.
I have attempted to verify the camera angle with some calculations on the original game sprites of the burner mining drill and the assembling machine. With one mild assumptions on symmetry of those entities (side slope the same on every side) and under orthographic projection I come to the conclusion that the camera angle (projection ray to ground) used for those entities is actually around 38°-38.4°.
Some questions arise: Does the game use different angles? Are these entities' graphics actually prerendered 3d models at all?
Obviously there are visual "hacks" / compromises in the game in order to make sprites of rotatable entities compatible with the tile scheme. For example the assembling machine cannot have a square base as it is drawn, the vertical is too long for that, but it behaves like a square-base object tile-wise / when rotating.
Is there any rule of thumb how to make own graphics fit nicely to the tile grid and not deviate in perspective from the original? Certainly a trivial approach would be "just use what looks best" but after so many hours of looking at my stuff I am beyond the point where I could decide that.
I have attempted to verify the camera angle with some calculations on the original game sprites of the burner mining drill and the assembling machine. With one mild assumptions on symmetry of those entities (side slope the same on every side) and under orthographic projection I come to the conclusion that the camera angle (projection ray to ground) used for those entities is actually around 38°-38.4°.
Some questions arise: Does the game use different angles? Are these entities' graphics actually prerendered 3d models at all?
Obviously there are visual "hacks" / compromises in the game in order to make sprites of rotatable entities compatible with the tile scheme. For example the assembling machine cannot have a square base as it is drawn, the vertical is too long for that, but it behaves like a square-base object tile-wise / when rotating.
Is there any rule of thumb how to make own graphics fit nicely to the tile grid and not deviate in perspective from the original? Certainly a trivial approach would be "just use what looks best" but after so many hours of looking at my stuff I am beyond the point where I could decide that.