You can add aditional maps to your materials to achieve better results, things like normal, displacement and roughness/metalness maps but creating those maps manually is rather advanced and probably out of the scope of the average rpg maker dev so i wont go into how to create them in this tutorial. NOTE: in order to texture a mesh, the object needs to have proper Uvs, sadly explaining that requires a tutorial on its own, thats why i suggested getting familiar with 3d itself before getting started with this tut. In a modular pipeline the textures, materials and 3d assets are all interchargeable with one another, this speeds up things exponentially and can potentially save you years worth of work. In a non modular pipeline, you model a barrel for example, then you manually texture it and you can reuse that particular barrel. I will also introduce you to a very important concept in today's game development industry: modularity. Then how do we avoid that cartoony minecraft look? (unless you want that of course, but still keep reading )Įasy, through texturing and blender modifiers. Here is how the scene should look with just the 3d meshes (objects) from the isometric perspective.Īfter the camera is properly set up and you have already decided on the rendering settings, its time to to start texturing the scene, adding lights and rendering the scene.Ĭareful, rendering takes a lot of power, so if you are not confident on your machine specs dont go too crazy with the rendering quality!īeing just one person trying to develop a whole game, i recognize that speed and efficiency are crucial.įor that reason i only model complex objects when its absolutely needed like in the case of characters, weapons, special props, etc. 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. Blender to RpgMaker 3d isometric mapping complete tutorial.
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