Ok, I think I have a pretty good handle on rendering Meshwork models in
POV-Ray for use in a Spritesurface game. I started with Joe Strout's
POV file from the RPG demo and have adapted it to use the orthographic
camera, a 60 degree down-angle to objects, and a tight cluster of
lights on one side to simulate sunshine.
Before I start to crank out sprites in large quantities, I want to make
sure I'm not making any mistakes.
Does it matter if the aspect ratio I use to render individuals objects
doesn't match the aspect ratio of other rendered objects or the ratio
of the Spritesurface itself? For instance I found that an aspect ratio
of 3/4 works well for humanoid models since they tend to be taller than
they are wide. But for a cow, I wouldn't use those settings, I'd
probably use 4/3. Or shouldn't I even worry about changing the aspect
ratio on a model by model basis and just leave it set to 4/3 for
everything? The Spritesurface itself will be 4/3 although this probably
doesn't matter since everything is prerendered.
Secondly, I'm considering using a view angle that is directly above and
in front of objects instead of an isometric view where the user sees
three sides of an object. I'd like to avoid the skewed view angles that
isometric games present where everything is turned 30 to 45 degrees and
the player always appears to move diagonally. But I haven't seen any
games that do it that way and I'm worried about a loss of 3D
perspective. Any thoughts on the pros and cons of isometric versus
2-sided view?
Bob
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