clrg, the model I'm using has very low poly joints. When the knee bends it collapses more than it should, probably creating that gap. It's accentuated by bulky shin guards over thin shins. I'm using these models/animations in isometric view where the knee isn't really seen in profile.
The running animation looks stiff cause it was originally designed for someone running holding weapons/shields. I shortened some arm/leg movement so that most weapons wouldn't clip through or flail wildly.
I can probably create cleaner renders/animations of these if someone uses them in a project. Just contact me.
Start with a scene in 45 degree isometric. Video game style, where the camera angle is Blender (60,0,45).
In Blender if you look at Buttons Window -> Scene -> Render Buttons -> Format, you can set the render aspect ratio. Set AspY to half of AspX. This is the same as taking regular rendered output and scaling X by 50%. If you rendered a cube, the top of the cube will be a perfect square (though at a 45 degree angle).
We can then use Blender nodes to rotate the result 45 degrees. The output:
Note this started as a cube, so there's a lot of "vertical" distortion. So you might have to scale meshes to 50% Z before using this method. Also notice the Edge seems to be applied after the Aspect, so the edge isn't distorted.
For kicks, here is that tower again. I pulled it into the above workflow scene and scaled Z by 50%. Click "Re-render this layer" on the first node to create the composite.
This seems to work. I took my Broken Tower and sheared the model the same amount on the X and Y planes. Here's the Diablo isometric view compare to the faked Ultima VII perspective using Shearing.
No 3D camera can produce what's in that screenshot. Orthographic basically means items don't get smaller as they get further from the camera. In this Ultima VII style, planes parallel to the ground are rendered without distortion but planes perpendicular to the ground have that 135 degree angle.
What might be possible is making 3D models as usual then using Shear transforms on the models themselves to approximate the desired shape.
Yeah I noticed one recent entry like that, but when I refreshed it had already been fixed. It's hard to use CC-BY license for an Anonymous artist :)
The winner is: Blarumyrran! Grats!
Thanks to everyone for enriching the Open Game Art collection!
Excellent texture and normal. I've used them here: http://opengameart.org/content/temple-entrance
Yes remaxim, this is for my game :D
Vote on the entries by clicking "Add to Favorites". If you like 'em all, vote for all of them!
http://opengameart.org/category/art-tags/homage
clrg, the model I'm using has very low poly joints. When the knee bends it collapses more than it should, probably creating that gap. It's accentuated by bulky shin guards over thin shins. I'm using these models/animations in isometric view where the knee isn't really seen in profile.
The running animation looks stiff cause it was originally designed for someone running holding weapons/shields. I shortened some arm/leg movement so that most weapons wouldn't clip through or flail wildly.
I can probably create cleaner renders/animations of these if someone uses them in a project. Just contact me.
Start with a scene in 45 degree isometric. Video game style, where the camera angle is Blender (60,0,45).
In Blender if you look at Buttons Window -> Scene -> Render Buttons -> Format, you can set the render aspect ratio. Set AspY to half of AspX. This is the same as taking regular rendered output and scaling X by 50%. If you rendered a cube, the top of the cube will be a perfect square (though at a 45 degree angle).
We can then use Blender nodes to rotate the result 45 degrees. The output:
Note this started as a cube, so there's a lot of "vertical" distortion. So you might have to scale meshes to 50% Z before using this method. Also notice the Edge seems to be applied after the Aspect, so the edge isn't distorted.
Blend file: http://clintbellanger.net/images/temp/UltimaVII.blend (I'm a Nodes noob so there might be a smarter setup).
For kicks, here is that tower again. I pulled it into the above workflow scene and scaled Z by 50%. Click "Re-render this layer" on the first node to create the composite.
Here's my Homage entry: http://opengameart.org/content/platformer-animations
This seems to work. I took my Broken Tower and sheared the model the same amount on the X and Y planes. Here's the Diablo isometric view compare to the faked Ultima VII perspective using Shearing.
No 3D camera can produce what's in that screenshot. Orthographic basically means items don't get smaller as they get further from the camera. In this Ultima VII style, planes parallel to the ground are rendered without distortion but planes perpendicular to the ground have that 135 degree angle.
What might be possible is making 3D models as usual then using Shear transforms on the models themselves to approximate the desired shape.
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