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3d camera placement, esp. wrt metarooms   
mfb

mfb
United States  

 visit mfb's website: Shee Tea Shop
  6/22/2013

is there existing documentation/information/even just a casual dissection of 3d camera placement & settings when rendering objects for C3DS (and C2 I suppose)? I seem to recall reading an article about this regarding C2's tomato launcher a long time ago, but that still doesn't answer any questions about the 'best practices' used with metarooms.

I've seen some of the awful ways that incorrect perspective can distort a rendered sprite, so I hope to save some time in trial and error by asking :)


Shee Tea Shop
 
Moe

Moe


 visit Moe's website: Creatures 2 to Docking Station
  6/22/2013

I often render my sprites in an "orthographic" viewport. These are your left, right, front, back, etc views that most 3D applications come with.

The Perspective view, and default settings of most cameras, is what accounts for the distortion. Things that are further away seem smaller, closer up, bigger. Many 3D application's camera utilities will have an orthographic checkbox that removes this perspective distortion for their camera objects, so look for those if you must use cameras. I honestly just render in the Left Viewport 90% of the time in 3D Studio Max, even for metarooms.

 
mfb

mfb


 visit mfb's website: Shee Tea Shop
  6/22/2013

ohhhh so you don't even bother setting up a camera at all? not sure how to do that in blender but I'm sure I'll make do.

I didn't figure rendering rooms in ortho was wise (it makes sense for objects) because the stock metarooms do have visible depth (not more than could be faked with some clever scaling perhaps), but I'll take it into consideration and experiment with it. thanks :)


Shee Tea Shop
 
Moe

Moe


 visit Moe's website: Creatures 2 to Docking Station
  6/22/2013

You can lose perspective if you render a metaroom in an orthographic view... but for the most part it can be recovered through creative faking, like you said, but a lot of the C3DS rooms had their individual parts rendered in 3d, probably in a perspective viewport, and composited in Photoshop. As with most things in Creatures, it's all magic...quick hands, mirrors, and clever imageplay. Check out this "tutorial" from the original artist! :)

Edit: Actually, judging by the images, most of that work was done in an orthographic viewport. The perspective was just cleverly faked by positioning.

 
mfb

mfb


 visit mfb's website: Shee Tea Shop
  6/22/2013

I had been looking for that page, thanks ^^

Shee Tea Shop
 


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