EDIT - problem has been solved. Thanks oNyx and everyone else who helped out. Hi all, The lead artist on my team and I have been trying to set up an isometric camera in Maya for hours now, and we're both completely stumped. I KNOW that an accurate 2d isometric tile looks like this - these are very common across the internet, and are made by taking a PS square tile, rotating it 45 degrees and then halving the hieght: But, according to Wikipedia (and other places), isometric projection in Maya should be as simple as creating a new camera at the origin, rotating the camera -35.264 degrees vertically, then 45 degrees along the horizontal, then zooming out to the desired distance. At least accoring, to Wikipedia, it does. Maya has a feature where you can flick an Orthoganal tickbox and it produces tiles like the grey box shown below. But if I superimpose what wikipedia thinks is a isometric tile onto what I know (or what gaming has traditionally considered) an isometric tile, I get this: This is the problem we've been having. What's going on? What explains the difference between the two? My problem is that our game is configured to use the green tiles above, and now we're rendering 3D objects into tiles we're really struggling to set up a camera so that it can produce them in this format - we keep ending up with ones like the grey box, and you can see the alignment issues there.