Isometric pixel art

Most isometric pixel art is drawn on a 2:1 grid: lines that go two pixels across for every one pixel up. It is not true isometric, and that is on purpose.

A small house turning, rendered by Pixor
A well being cranked, rendered by Pixor
Knight in a 2:1 isometric view
Isometric 2:1
Knight in a three-quarter view
Three-quarter
Knight seen from above
Top-down

What it is

Isometric games show the world from above and to one side, along a diagonal, with no perspective: parallel lines stay parallel and things far away are not smaller. Floors become diamonds, and walls run off at two matching slopes.

In true isometric projection those slopes are 30° from horizontal. Pixel art nearly always uses a slightly flatter slope instead, where each line steps two pixels across and one pixel up. That slope is about 26.6°, and it is usually called 2:1 isometric (strictly, it is a dimetric projection).

Why 2:1

On a pixel grid, a line looks clean only when its steps repeat evenly. A 2:1 line is a perfect staircase: two pixels, step, two pixels, step. A 30° line has no such simple pattern and comes out as uneven runs of one and two pixels, which looks jagged.

2:1 also makes tiles simple. A floor tile is a diamond twice as wide as it is tall, for example 32×16 or 64×32, and tiles fit together without gaps.

The camera angles

If you render from 3D, the camera should be orthographic (no perspective), turned 45° round the model so it looks along a diagonal, and tilted down by 30°. With that tilt, a square floor tile projects to a diamond exactly twice as wide as it is tall, so the floor edges fall on clean 2:1 lines. A steeper or flatter tilt gives other ratios that do not line up as neatly.

Knight seen from 45 degrees round

Common mistakes

  • Doubled pixels on lines. A 2:1 line should be exactly two pixels per step. Runs of three, or stacked pixels at the step, make edges look thick.
  • Mixing angles. One building at 2:1 and another at a steeper slope breaks the grid.
  • Forgetting height. Vertical edges stay vertical. Height on a 2:1 grid is measured in whole pixels; pick how many pixels tall a metre is and keep it.
  • Perspective cameras. Rendering with perspective makes lines converge, so tiles stop fitting.

How to draw it by hand

  1. Draw a tile diamond on 2:1 lines, for example 32×16.
  2. Build objects as boxes on that grid: diamond top, vertical sides.
  3. Shade the two visible sides differently: one lit, one in shadow.
  4. Keep every slanted edge on the 2:1 staircase.
  5. Draw characters in the four diagonal directions first; add the other four if needed.

How Pixor does it

In Pixor every side is a camera. The isometric view uses a 2:1 setup, and you can also choose side, three-quarter or top-down views, or set any pitch. Rings of 4, 8 or 16 cameras give each direction. With one fixed Pixels/m on the cameras, buildings, props and characters render in proportion on the same grid.

Questions

Why is pixel-art isometric 2:1 and not 30 degrees?

A 30 degree line on a pixel grid gives an uneven staircase. A 2:1 line, about 26.6 degrees, repeats two pixels across and one up, so it stays clean.

What camera angle gives 2:1 isometric?

Look along a diagonal (45 degrees round) and down at 30 degrees, with an orthographic camera. The floor grid then draws as clean 2:1 lines.

How many directions do isometric characters need?

Usually 4 (the diagonals) or 8. Many games render 4 or 5 and mirror the rest.

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