The Complete Guide to Isometric Pixel Art

    Chapter 3

    Lighting

Next up is lighting. Without a light source or lights your work isn't going to be all that great to look at. If you were to place your building into the real world, it would be pitch black. All your wonderful colour choices would be lost. Of course we are working in a 2D medium so creating real light sources isn't as easy as placing them around our object, ala if we were working in a 3D environment. To create a light source for your picture first choose a place where either your sun or misc light source would be coming from. You can see how I have done it below; my sun has been placed in the top left corner of the scene. Placing your light source behind or directly infront of your building or object doens't really work that well. Because the light is shining either directly from the front or directly from behind (where it would be blocked out by your object), the amount of light is either too much or too little. Shading these types of light sources wouldn't be worth it. You could try it if you want just to experiment, but for now we'll stick to either left or right light sources.



Figure 3.4

As we did in our cube tutorial, we'll place the light source at the top left corner. Now, imagine your object as if it was in a 3D environment. If you have a box and desklamp lying around it would help as well. Now place your box so one of the corners is facing you. Now place the lamp facing the left hand side of the box that is facing you (see example). Now you can see how we are going to shade this thing? One side (the one directly facing the light) is the brightest, the second brightest is the top of the box (because the light is coming from above) and the last side is the darkest. Shading your objects using this method will almost guarantee a fake 3D look, which is what we're aiming for in an isometrical work.
Words and images copyright 2004 - Rhys Davies