Isometric game art in vectors
I have had a few request to do something isometric recently. Mostly, the requests are about characters and animation or more complex elements like buildings. As usual, I try to start a little easier to ease the learning curve. Let’s create a simple isometric grass block (how boring of me 😉 ). That said, the next tutorial is already in the making. I find isometric art a lot of fun. Well, it’s a lot more fun now doing it in vectors, than it was back in the old days. Making 16×16 pixel blocks look good was a different challenge. Especially when you only have a only handful of colours.
What is isometric art?
According to wikipedia isometric projection is: ‘Isometric projection is a method for visually representing three-dimensional objects in two dimensions in technical and engineering drawings. It is an axonometric projection in which the three coordinate axes appear equally foreshortened and the angles between any two of them are 120 degrees.’
Now that’s a mouthful… and please… don’t ask me to explain it…. I just use it… 😉 Basically it’s an attempt to fake a three dimensional feel in 2D by rotating the ground 45 degrees and ignoring the perspective scaling. This means objects do not get smaller when they are further away.
Let’s get started with some basic steps into isometric projection. This is close to ‘true isometric’ but not quite there – but a lot easier to handle artwise.
With different game engines you might encounter slightly different proportions as far as the vertical scaling goes… but the process of creating the elements would be very similar.