I'm building the original SimCity (open-sourced) icons in MagicaVoxel such that rendering them closely resembles the original. However, I'm having trouble understanding exactly what I'm building.
The original graphics have a kind of overhead view, but it isn't quite isometric. I'm not sure what to call this perspective. And, more importantly, I'm unclear how to achieve it in MagicaVoxel with ease.
The best I've been able to do is create the voxel object at the same "resolution" as the original bitmaps. Then, when it comes time to render, I position the voxel space with perspective camera positioned around x:87 y:80 z:105
. Isometric and orthographic resist my attempts to make them mimic the source perspective.
Rendering this results in a GIANT image with my graphic occupying a tiny portion of the upper corner, and in the spirit of pixel-perfection this is only approximating the perspective of the original artwork. I feel there must be some better way to achieve what I'm looking for.
The big problem with this approach is that different tiles have different resolutions and keeping everything proportional to one another using a "eyeball it until the angles look right" approach is too hard to maintain consistency from image to image. I should be able to draw any tile and get consistent, uniform render results. But maybe I'm expecting too much?
In strict perspective mode, perspective lines converge to the center.
In isometric and orthographic mode, the buildings flatten out and show no depth
I am not opposed to exporting models into Blender for rendering, if there is a better solution in that application
Update: Using orthographic camera set as shown achieves something approximating the original tile art, but needs to be skewed back into correct square proportions (trying to unskew it in Photoshop resulted in a blurry mess)