created Re: Forgive Me
on 11-19-2004 11:32 AM
I've had the chance to model for an isometric game before, and the thing that helped me was this: Set up a camera at the average viewing distance and angle, and make that one of your viewports. While modeling I was always checking that camera to see if what I was doing was helping out that view. I could scrub the time slider and the camera rotated all the way around the character from that elevated angle. Be sure to keep that same view in mind when you are UVmapping and texturing as well, because You will want your seams in different places on a top down character, than you would in an FPS
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