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Isometric tile reference

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Description

A Blender file with a large set of shapes, set to a game-style isometric camera and isometric style ('sun-lit') lamp, using mainly standard 'half-height' tiles (actual height of blocks is half the width/length).
Tiles are spaced apart so that none of them overlap in the render.

Includes full-size renders of the two available scenes in both opaque and transparent versions.

I made this for reference and templating purposes, to help with freehand drawing and pixeling iso tiles. It's absolutely as correct as I could make it, to the point that most of these tiles are directly usable as placeholders in an isometric game.

All objects use the same material, so you can easily change it to whatever material you want. The default material includes settings for transparency so you can see the structure of objects more fully; if you enable transparency in the material editor, these settings will be used. (otherwise you'll get a normal opaque rendering).

There are two individual scenes: HalfBlock and Scene.
Scene holds the more angular shapes (various kinds of solid ramps), cones, and cylinders.

Halfblock holds:

1. a range of standard box blocks (full height, half height, quarter height, eighth height)

2. many instructive halfblock shapes, where part of the block is curved. These are tricky to think about and were the main reason for this project. I used subsurface creasing exclusively on these -- if you look at them in edit mode they are all boxes! Just with crease weight on different edges. If you want to make other variants this is helpful to know.

3. fullblock variants of the above

4. rotated standard halfblocks. (ie standing on their small side, at various angles.) These are some of the absolute hardest for me to think about with isometric drawing.

5. 'slab' ramps (like a slab of wood laid at an angle, rather than the standard isometric ramps which connect completely to the ground.

6. Stairs (2 steps per block and 4 steps per block)

All blocks are grouped in sets, and every visually distinguishable rotation of a given block is shown (for example, there are north, west, east, and south facing versions of each of the two types of stairs)

That's all the basics. What else?

* Ambient occlusion and indirect lighting are enabled, to get more realistic shadows and reflections for complex objects. You can disable them in the world tab if you so desire.


Wishlist:

* some circular-style stair tiles, of varying tile radiuses and heights. Tricky because they have to be precisely modelled and then broken into individual tiles.

* a formula to determine appropriate render resolution settings from camera 'orthographic scale', to obtain a specific tile rendering size.

* to be able to have a separate thumbnail preview and fullsize preview on DA so I can show more tiles in the big version ;)

That's it, have fun!
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