I didn't mean fake3D or perspective projection, I meant something like this:
https://www.youtube.com/watch?v=WcZ3lFqpYgk
https://www.youtube.com/watch?v=LzcafCYecnI
where the camera projection is orthographic and everything is 3D.
If you're interested, here's some resources:
For the general process of using 3D models while keeping the 2D look:
http://www.gamedev.net/topic/629496-dyna...lgorythms/
For the shortcomings of manual depth sorting versus using the depth buffer:
www.gamedev.net/topic/470599-isometric-depth-sorting/
For the pixel crispiness using Unity, but it's still useful if you're not using Unity:
http://blogs.unity3d.com/2015/06/19/pixel-perfect-2d/
_____
Edit:
The one-off initial process just involves getting the correct camera settings in both the 3D modelling program and game. Afterwards, asset creation just requires that the 3D models have consistent pixels per world units, which isn't difficult. I can make a tutorial sometime about putting it all together in Unity, if you're interested.
https://www.youtube.com/watch?v=WcZ3lFqpYgk
https://www.youtube.com/watch?v=LzcafCYecnI
where the camera projection is orthographic and everything is 3D.
If you're interested, here's some resources:
For the general process of using 3D models while keeping the 2D look:
http://www.gamedev.net/topic/629496-dyna...lgorythms/
For the shortcomings of manual depth sorting versus using the depth buffer:
www.gamedev.net/topic/470599-isometric-depth-sorting/
For the pixel crispiness using Unity, but it's still useful if you're not using Unity:
http://blogs.unity3d.com/2015/06/19/pixel-perfect-2d/
_____
Edit:
The one-off initial process just involves getting the correct camera settings in both the 3D modelling program and game. Afterwards, asset creation just requires that the 3D models have consistent pixels per world units, which isn't difficult. I can make a tutorial sometime about putting it all together in Unity, if you're interested.