Rendering Isometric Tiles in Blender 3D

ISO_ExampleIsometric projection is a method of efficiently faking a third-person overhead-camera 3D plane within a 2D plane. Since squares are drawn compressed with 90° angles drawn at 120° or 60° depending on the corner, and all of the lines representing each dimension are parallel, it's possible to use 2D sprite-based tiling and animation in a game that looks 3D-ish without having to do any actual 3D calculations. The drawback is that objects in the game do not appear to get smaller or larger as they move closer or farther away. This can lead to idiosyncrasies of the sort exploited in the works of M. C. Escher.

To render isometric tiles in Blender 3D, we first need to set the camera mode to "Orthographic". This is done by selecting the camera (right click) in Object mode, switching to the "Editing" panel with F9, and pressing the "Orthographic" button. We then need to move the camera so that it is pointing at the origin {0,0,0} at a 45% angle on the XY axis, and 35 degrees off the ground. Some other articles suggest that the camera should be 30 degrees off of the ground, but 35 degrees will give you the desired 120 degree angles for isometric games.

To position the camera in this way, you can either set the camera to rotate around the cursor (placed at the origin) by pressing the period button (the one next to the comma, not the one on the number pad), and fiddling around with the camera location, or you can just download THIS BLENDER FILE with the camera all set up for you.





Comments - Add a Comment

Funky Dude
Hi, thanks for posting this, I didn't realize there was a subject on the matter, but can be a little in-depth. I have plans to develop a game, I was going to do in in javascript/html which I think would make it interesting, but perhaps Flash is a better option, anyways, yes camera angles and orthographic rendering is the correct way to achieve this. Here's an example of something I was working on, click on the box at the top left a couple times to get it to work

Michael LĂĽftenegger
Hi! I have setup a blender project which makes life much easier. Just want to show it :-)

Brian Hammond
Thanks for this post! I've been working on a render script for isometric game resources in blender and when I started working on tiles I could tell something was not quite right. Comparing your tiles and blend files to my script I was able to quickly find and resolve my issue.

Hi, I'm trying to do a isometric game with a diamond shaped stage. If I use the classic 2:1 ratio instead of "true"isometric, I could use the following formula for translating mouse position to a tiles row and column: var column:int = mapSize-(((mouseY/ tileHeight) + (mouseX - (mapSize * tileHeight)) / tileWidth) - mapSize) *-1; var row:int = mapSize-(((mouseY/ tileHeight) - (mouseX - (mapSize * tileHeight)) / tileWidth) -mapSize) *-1; If the grid is 50 x 50 then mapSize is 50. But with "true" isometric the height is slightly higher. I, for instance uses very small tiles that are 15 x 8.3. (if it was the classical, "easy", 2:1 isometric the size would have been 15 x 7.5) I position them with something like this: for (var i=0; i

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