![how to switch to orthographic view in blender on mac how to switch to orthographic view in blender on mac](https://i.stack.imgur.com/JTiGc.png)
Perfect! We are now at least half way there… now lets create another tile, this one for the road. Now switch to the texture, check alpha and set the value to 1: Select your plane, then go to the material tab and enable transparency, then set Alpha to 0, like so: Now we just have to sort the whole transparency thing. In the properties, locate the World setting then enable AO, like so:
![how to switch to orthographic view in blender on mac how to switch to orthographic view in blender on mac](https://i.ytimg.com/vi/ATNV7nRvECA/maxresdefault.jpg)
Now, with no lights in the scene, we want to turn Ambient Occlusion on. First select the scenes default light and delete it. When creating tiles you probably want a flat lighting. Well, that’s not ideal… two problems here… first our lighting, second, our transparent region is being rendered. Woot, half way there… well, a quarter… Now render this and you should see… The end result should now look like this:
How to switch to orthographic view in blender on mac how to#
If you don’t know how to do this, check out one of our existing Blender tutorials, they will teach you everything you need to proceed. Create a new material if one does not exist, then switch to the texture tab and add the texture to the diffuse channel. Now, in object mode, apply the texture to the plane. I accomplished this by cloning the edge of the one corner of the intersection, then pasting it over the 3 other edges of the intersection, then the two ends of the straight piece. The important part of these textures is they are (relatively) seamless. I am going to use a pair of seamless textures I created for roads, one a straight section, the other an intersection: Now switch to edit mode, then UV unwrap it. With the 3d cursor at 0,0,0 add a new plane, the default location is ideal: In this case I am going to try and keep all of my tiles to 2×2 Blender units. Because we are rendering everything in the end, it’s critical we set the dimensions properly. There is also a video version of this tutorial available here or embedded below.įirst fire up Blender. In this tutorial we will show how to setup Blender so creating these transitions becomes trivial. By creating a sequence with the proper border between varying tile types, the auto tile algorithm can figure out the rest.
![how to switch to orthographic view in blender on mac how to switch to orthographic view in blender on mac](http://seanerikoconnor.freeservers.com/Art/Images/MaximizeCameraFrameBounds.jpg)
You can see auto tiling in action in our Tiled Map Editor tutorial series. Most traditional top down or side view tiles, such as Metroid or Mario Brothers, are orthographic.īlender gives you a bunch of advantages when creating tiles, especially when it comes to auto-tile support. In an orthographic project, the camera is straight on and the image does not become smaller as it gets further away from the camera. Orthographic and isometric simply refer to the camera’s projection mode. Today we are going to follow it up with a tutorial on creating Orthographic tiles instead. because I would never have to use a few keys, if you can zoom in with just one key.)īut in build of mai 01 - these shortcut work, and work polygon extrude correct.A few weeks back I looked at creating Isographic tiles in Blender. Maybe this was a problem with my version (29 apr) (i also had a problem with extruding polygons, which are fixed in the version "mai 01"), and I'm absolutely sure that I've tried all the possible combinations, and CTRL+MMB too (as I understand - they did not work because I did not use it. But in the case of the latter, there already is a shortcut that does exactly that: CTRL+MMB. The alternative would be to either not do anything at all, or to just perform a zoom. So if you perform a hotkey that is meant to move a camera ("dolly zoom"), it seems very logical to then switch to a mode where you CAN move the camera, e.g. Orthographic view, being orthographic, does not really have a camera in space you can move.