The Sims Object Perspective




How the perspective works in the game

In this section I am going to explain how the objects are displayed in the game and what type of angles are used. The standard used by Maxis objects is very similar to an Architectural standard called an Isometric view. For the purpose of explanation how it comes about I will use a simple cube shape. Imagine it to be an end table. If we were looking at this cube from an architectural plan view (Top view) it would look like this image below.

Now we take that plan or top view and rotate it 45 degrees like so.

Now we take the rotated plan, duplicate it and move it upwards to form the top part of the cube. Any one who has done technical drawing will be familiar with this. Let us look at the result in the next image.

Now we have a basic construction of our cube. Lets shade it so it really looks like a cube.

This is now a perfect Isometric view of the cube. It looks a little out of shape according to Sim standards and that is because the game uses a slightly different angle to the Isometric view. In order to correct it, imagine yourself putting your finger on the top most corner of the cube and rotating it vertically by pushing it into the paper.

Ah! A nearly perfect Sims cube! That is how objects are projected in the game. I have been asked many questions and most of these are about sizes and shapes of the objects. If we had proper legs on our cube end table here instead of solid sides all the legs would be exactly the same length.

The Sims game does not make use of perspective at all. It actually projects the environment in a very similar way to the Isometric projection and that is why I explained it here. Our cube has exactly the same dimensions for its sides and both the top and bottom are precisely the same shape and size.




Selecting an image for your new object

This presents a real challenge to creators when using images for their new objects. Cameras capture the perspective visible to our eyes. The Sims game does not. If you want to avoid that "cardboard cut out" look of objects firstly start looking at your source material analytically.

Does the angle of the photo correspond to the cube above? Is the perspective accentuation moderate enough that you can skew the sides slightly to make it more isometric? In your mind try to place the photo into that cube and see if it fits perspective wise. If it is way off in shape then either be prepared for tremendous amount of skewing and cutting and pasting or abandon it and search for a better image to work from!




Using a digital camera

A digital camera is an excellent tool to use, if you have access to one. You could use a normal film based camera but you will have to wait for the results to come back from the lab before you can see if the photos are usable!

You can take photographs of almost anything you want to make into a Sims Object. When capturing the subject remember the cube shape from above. A good tip is to try to visually align the subject of the photo into this cube shape.

If the object is square in shape this is really easy. Place the object at 45 degrees to the camera angle. When you look through the viewfinder and you are capturing a square object, then the top corner and the lower corner should be directly aligned vertically as in the cube shown above. This is the most important part. If the subject of the photograph is irregular or not perfectly square you can either try to mentally align it or take a large square piece of white paper and place it under the subject. Align the piece of paper at 45 degrees to the camera and then place the subject to be photographed on it. Line up the sides up to be parallel with the edges of the paper.

Now for the camera angle! The fun acrobatic antics we have to do for the sake of art! If you have a staircase this is your chance to use it like never before! If not then climb up on a high stool or ladder. Take time viewing the subject in your camera and keep in mind those diamond shapes that the grid makes in the game. Move up or down till you think the angle is more or less correct and take your pictures!

A photographic tip is to get as far away from the subject as possible and zoom in on it. The reason for this is so that the angles of perspective are less pronounced and it will require less skewing once you get the images into your favourite graphics program.

Try to light your subject as naturally as possible. Avoid casting shadows on it. Shadows often occur if you cross light it with several light sources. Shadows should be synthetically created in your graphics program if you desire because real shadows do not translate well into the Sims.

If you are photographing a subject that is very reflective, please remember it is going to reflect all the colours of the environment it is positioned in. To avoid this place white sheets around it and keep checking the results in the viewfinder of the camera. Take into consideration that if you are using a flash with the camera, it will cause a glare in the reflections of the subject. Experiment and take lots of pictures before dismantling your make shift studio. Have fun and don't fall down the stairs!




This tutorial may not reproduced either in its entirety or potions there of. I wrote it, and I hold all rights to it. All copyrighted names or part there of are used in this tutorial for assistance and clarification only and I claim not rights to them.




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