Pixelation

General => General Discussion => Topic started by: Seiseki on September 30, 2011, 02:53:27 pm

Title: 3/4 Perspective, visual guide or tutorial?
Post by: Seiseki on September 30, 2011, 02:53:27 pm
I've been looking for guides to the 3/4 perspective, oddly enough there's not even a wikipedia article.
I want to find an image showing a 3D model seen from the front and one from a 3/4 perspective.
I tried doing this myself, but I'm not even sure I'm doing it right, is the model supposed to be at an angle which makes it 3/4th the height compared to a front perspective?

What really got me thinking about it, was the old classical 'sleeping while standing up' thing you see in most old RPGs. How would it actually look if a character was lying in a bed in a 3/4 perspective?
I want to get down to the technical details to understand this perspective better.
Especially since a lot of games cheat and used a mixed bag of perspectives when it comes to the terrain and objects.

If anyone has any info, articles, guides or tutorials for this, I'd appreciate it.
Title: Re: 3/4 Perspective, visual guide or tutorial?
Post by: ptoing on October 01, 2011, 01:11:59 pm
The one on the right is what is usually called three quarter view (not perspective)

(http://upload.wikimedia.org/wikipedia/commons/thumb/2/2d/Anthonis_van_Dyck_041.jpg/713px-Anthonis_van_Dyck_041.jpg)

It seems to me you are referring to top down orthographic view, like in most 2D RPGs.
Title: Re: 3/4 Perspective, visual guide or tutorial?
Post by: Seiseki on October 03, 2011, 01:18:04 am
Yes, I'm talking about the fabled "rpg perspective"
So is top down orthographic view the correct term?

Either way, it seems impossible to get decent results on google :/
Title: Re: 3/4 Perspective, visual guide or tutorial?
Post by: Jeremy on October 03, 2011, 04:58:59 am
Orthographic is just flat. The term you're looking for is probably front-on Oblique Projection. Possibly with the y-coordinate at 2/3 real size, to fake perspective. Just fyi, "perspective" is the wrong word to use here; Isometric, Oblique, Axonometric, etc. use real measurements but visualised in a 3D way. All straight lines remain parallel :)

a chart from wikipedia (http://upload.wikimedia.org/wikipedia/commons/4/41/Graphical_projection_comparison.png)

hope this helps  ;D