Before diving into the first steps of this tutorial i'll give a brief overview of how it's done and what to do. Pic 6 shows a typical transition between the scenes. Pic 7 shows the same scene from further away. Here you have a clear overview of the geometry in the scene. It's one big cube built from thousands of little cubes. To make the mapping a little clearer i made a screenshot of a similar scene with less complex geometry as seen in pic 8. Now some might wonder why it looks so perfectly flat between the transitions, creating the illusion of looking at a flat 2D surface. This is due to two things: 1. orthographic view, 2. 100% self illumination. To illustrate this i have made pics 9 to 11. Pic 9 shows what you'd normally expect the scene to look like through a camera: perspective, misallignment, shadows. Pic 10 shows the same scene with the camera set to "orthographic view" which is basically the same as the default "top","front","left", etc ... viewports, meaning that there is no perspective and no vanishing points. You still see shadows and shades in pic 10. In pic 11 they are gone and the illusion is perfect. This is because the material's self illumination is set to 100. Alright, now you already basically know how it's done and what to do. But you still might wonder how to actually create such a complex object without spending hours on it, and how to do the mapping. I'll show you this in the following steps.
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pic 6

pic 7

pic 8

pic 9

pic 10

pic 11 |