Graphics Programs Reference
In-Depth Information
Setting Up the Isometric View Reference
Get your picture and take it into your favorite image editing
software such as Photoshop. Crop the area you want to use
and then set your image's width to a power of 2 (128, 256, 512,
1024, 2048…). You may also do image sizes that are
non-square like 1024 x 2048.
Note:
The reason we do this is because Max likes images that
are a power of 2, just like most game engines. If you don't
make the image a power of 2, it will almost surely come
in very blurred and muddy. Not a very pretty image to
work off of!
After you have your image all set up, go into Max and create a
new scene. Create a rectangle spline using snaps in your
Front viewport. Make it a perfect square if your image is a
perfect square. Otherwise, make it non-square just like your
image looks. Typically I use a width and length of 200 x 200.
This is the dark grid square around the center of the grid in
the Front view. After you've got your rectangle, right-click on
its stack and convert it to an Editable Poly.
Figure 11-2:
The beginnings
of our image
plane
 
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