After that press 0 on the numeric keyboard to look at the scene from the camera perspective, press 0 again to go back to the regular view.Īfter that is done you can start building your scene, if you have ever used an in game editor where you can place and customize stuff this is a bit like that. Once you get the camera set up press 5 on your numeric keyboard to switch from perspective to orthogonal view. You can either set up the camera yourself or you can use this little plugin for blender: The wiki is a really good starting point along with youtube:įirst thing is setting up the isometric camera, of course we dont need it to be a real math correct isometric view, just the "fake" isometric view often used in videogames will suffice. You should also get familiar with at least the basics of 3d modeling and rendering. Youtube is full of blender tutorials, if you have never used a 3d modeling application before i strongly recommend you to follow a few of them until you get accustomed to how the interface works. Step One: Setting up the scene in blender. In this tutorial i will show you how to create an interior room with just a few details, but once you get the hang of it there is no limit to what you can do. Sleipnir Mapping Overlay System (I use this one but any parallax plugin like this one should work) Photoshop is also used to give the mapping the last touches, but any similar software works too.įor this tutorial i recommend creating a new project, you will also need a few plugins, install them in this order: I have to say that im no programmer, so im sure there must be much better ways to achieve this regarding optimization, but this can stillīe a good starting point for you if you are looking to go beyond what rpg maker can do by default.Īlso, even so blender is extensively used you dont really need to be a 3d modeler to work with this pipeline, feel free to use placeholders or free/bought 3d assets if you dont feel like learning modeling.
Hello there! since ive seen some interest in my 3d to rpg maker pipeline so i finally decided to share how its done. In the end I adjust the skin right below the hair with some “shadow” pixels.Blender to RpgMaker 3d isometric mapping complete tutorial.
In the end I add some bright white highlights (You can’t see them that well because of the light color) and add it to the base. The brightest on the upper left, everything else slightly less strong shaded with that color. Now it’s time to add the highlights following the same scheme. They get darker on the right and at the lower and and the lower parts even get black outlines, no matter which color the hair originally is! In this step I also shaded the darkest parts. Since our light source ist above our char and slightly on the left side, there the lines are the lightest. As second step I adjusted the colors on these lines in black, lighter and darker lines.
As result the steps between the colors still fit well enough into the scheme, but have the tone I was looking for.Īs second step I added the outlines to the hair and divided it into the strains. Since I found no matching tone in the default sprites, I took the palette of the hair of another char and adjusted the hue, tone and brightness. On the right side of her head you see the palette I used for that. To get the result we want, I at first roughly scribble the shape of the final hairstyle.