Forced perspective is the technique of making objects smaller than they really are to create the illusion of greater depth, because objects that are small appear to the eye as if they are far away.
Here are some examples of using forced perspective to create a backdrop in Roblox:
In the first image, the trees in the foreground are at most full scale, but in the back of the hills, the trees are 1/2 scale, and so is the watch tower.
In the second image, the train is at 1/2 scale. Both backdrops are well inside the render cutoff, so they will always be seen by people with anything above a poor computer. 3D backdrops are always great additions to maps because they make the map feel a lot larger than it might actually be, and gives people something to look at.
As you will see in the image below, a different angle can easily disrupt the illusion. Keeping everyone from placing their camera in a place that will break the illusion is an important part of making them (at least, if you want to keep the illusion).
I would’ve expected that looking at the smaller things and moving would ruin the effect (depth perception, yay) but it doesn’t really, that much. Pretty cool.
I’m sorry but I don’t think it looks nice compared to just building everything full scale. My eyes caught that tower looking oddly sized immediately and it kind of ruined the immersion for me.
I’d much rather make everything full scale. I think the only thing it could work with is mountains. Even then, you’re forced to first person to actually avoid that hole being seen.
[quote] I’m sorry but I don’t think it looks nice compared to just building everything full scale. My eyes caught that tower looking oddly sized immediately and it kind of ruined the immersion for me.
I’d much rather make everything full scale. I think the only thing it could work with is mountains. Even then, you’re forced to first person to actually avoid that hole being seen. [/quote]
if I could build something that expansive at full size, I would. Roblox’s limit for render distance is pretty variable and I wanted to be safer than sorry, so I build things close. I find it a little jarring, too, but it looks fine in screenshots.
I think if it’s going to be in first person then it’s a pretty cool concept. It looks awesome in first person.
3rd person you run into some problems though.
[quote] I think if it’s going to be in first person then it’s a pretty cool concept. It looks awesome in first person.
3rd person you run into some problems though. [/quote]
Very nice actually. I like it It’s obvious that it’s just background and isn’t full scale, but no one’s going to be sightseeing if it is an action game. I think it’s very effective. The train had me fooled. But really? Pebbles? Pebble is like the comic sans of roblox textures. Please use it less.
Why do you think I used Pebble? I used Slate.[/quote]
Inside the buildings.[/quote]
Oh, that. I used it because it was an acceptable material that isn’t brick, concrete, slate, nor cobblestone. Zomebody used it in one building and I drew inspiration from that.
[/quote]
Maybe I’m blind or the effect is too subtle, but I played the place and can’t see it. The mountains seem to be stationary.[/quote]
well, yes.
[quote=“wikipedia”]Parallax is a displacement or difference in the apparent position of an object viewed along two different lines of sight[/quote] In this case, the effect is achieved with no scripting because the objects are far enough apart to create the effect. In the “proof,” the slight difference in camera positions moves the objects slightly when compared to objects at other distances: parallax. The “proof” can be realized by combining the two images by crossing your eyes. If the background objects appear to be at different distances from the camera when the effect is created, there is parallax. If there was no parallax, the background would appear the same at different positions.