Skip to content →

Free Dimetric Projection Grid Generator

Set up dimetric projection instantly with our 100% free grid generator. It defaults to the ISO 7/42-degree standard used in technical drawing, with both axis angles and density adjustable over any image, then export SVG or 600 DPI in seconds. No signup, no downloads needed. Trusted by 60,000+ artists worldwide.

A4700 × 9000 overlaysSaved ✓

Two axes alike, one different

An axonometric projection where two of the three axes share a foreshortening and the third does not — the flatter, more readable cousin of isometric, and the projection most game art actually uses.

4 controls, not a fixed picture

Set density, low axis angle and high axis angle, toggle vertical axis. Every one is live on the canvas.

Stacks with perspective & structure

Overlays combine, each carrying its own transform, so this one can sit under or over two-point perspective, isometric and 1-point perspective, and 4 more in the same set.

Angles exported exactly

The axis angles are the whole specification, and SVG export preserves them as paths. Raster export up to 600 DPI for reference sheets.

The projection that sits between isometric and full perspective: two receding directions at angles you choose, no vanishing points, and nothing getting smaller as it goes back.

The dimetric grid generator draws one of the 82 composition overlays in Grid Maker Pro, and the rest stack on the same image.

  • 7° / 42° ISO default
  • 3 axis families
  • SVG + 600 DPI export
  • Nothing uploaded

What is a dimetric projection?

The dimetric grid generator is a free browser tool that draws a dimetric axonometric grid: two oblique line families at independently adjustable angles, plus a vertical family, with no vanishing points and no foreshortening with distance. It defaults to the ISO 5456-3 pair of 7° and 42°, draws over your own photograph or a blank canvas, exports SVG and raster to 600 DPI, and never uploads anything.

Dimetric grid overlay on a terracotta pantile roof with courses running at two angles
Dimetric holds two of the three axes at a single angle and lets the third differ. Reach for it when an object is longer one way than the other and a true isometric would flatten that difference away.
ProcessDimetric projection grid generator

How to use the dimetric grid

Two axes at matched angles and one that differs, which is what a technical drawing uses when isometric flattens the form it is describing.

  1. Load the canvas and pick your two angles

    Dimetric projection starts from two angles: begin blank for construction, or drop in a reference. The low axis runs from 0° to 25° and the high axis from 25° to 65°. Leave them at 7° and 42° for the ISO standard, or set them to whatever your subject or engine wants.

    JPG · PNG · GIF · WEBP

  2. Set the density and decide about the vertical

    Density divides the short side into 4 to 32 steps. The vertical family is spaced 25% wider than the obliques so the three read as three, and it can be turned off entirely if your subject is a floor plan rather than a solid.

    Density · Low axis angle · High axis angle

  3. Draw along the axes, then export

    Every edge of a box in this projection runs parallel to one of the three families — there is nothing to converge on. Export SVG for vector or a raster up to 600 DPI sized to your paper.

    PNG · JPG · PDF · SVG · up to 600 DPI

Three steps, about a minute. No signup, no upload.

Capabilities

What the Dimetric Grid Generator does

Two scales, not one

Dimetric projection keeps two axes equal and gives the third its own angle, where isometric treats all three identically. That is the projection to reach for when one face of the subject matters more than the others and you would like to see more of it.

The ISO pair, by default

7° and 42° is not an arbitrary starting point. It is the dimetric case set out in ISO 5456-3 for technical drawing, chosen because the resulting axis scales come out at usable ratios rather than awkward decimals.

No vanishing points

Parallel lines stay parallel and nothing shrinks with distance, so a measurement taken anywhere on an axis is valid everywhere on it. That is the property that makes axonometric drawings usable as documents rather than just pictures.

Density you control

Four divisions of the short side is a coarse scaffold for laying out masses. Thirty-two is a working measurement grid. The vertical family sits 25% wider than the obliques so that at high density you can still tell the three apart.

Over your own image

Load a screenshot from a game and set the angles until the grid lies along its tiles — now you know exactly what projection it uses, which is the thing you need before you can draw an asset that fits.

Vector out

SVG keeps every line as a line, so the grid can go into Illustrator, Affinity or Inkscape as an editable construction layer. Raster export runs to 600 DPI, sized from the paper format.

Plates

Dimetric projection examples: four ways the dimetric grid reads

The ISO default: 7° and 42°, with the vertical family on.
A steeper low axis, turning the near face toward the viewer.
The vertical switched off, for plan-type subjects.
At high density, as a measurement grid rather than a scaffold.
Comparison

Dimetric projection vs isometric grid vs trimetric grid

OptionAxes at equal scaleAngle controlVector exportCost
Grid Maker Pro — dimetricthis toolTwo of threeBoth axes, independentlySVG + raster to 600 DPIFree
Isometric gridAll threeFixed at 30°YesFree
Trimetric gridNoneAll three axesYesFree
A CAD package's axonometric viewAnyYesYesSubscription
The method

How it works — Dimetric projection: the middle setting between isometric and perspective

Dimetric projection is the axonometric among the 82 composition overlays that nobody names and almost everybody has used. It is what you get when isometric is too symmetrical for the subject and perspective is more than the drawing needs.

Axonometric projection is the family of drawings where parallel lines stay parallel. There are no vanishing points, nothing converges, and an object twenty units away is drawn the same size as the identical object next to you. It is the projection of technical drawing, of assembly instructions, of strategy games, and of every isometric pixel-art scene you have ever seen.

Within that family, the three cases are separated by one question: how many of the three axes are foreshortened by the same amount?

That is what isometric means — equal measure. The three axes sit at 120° to each other on the page and one ruler serves for all of them, which is why it is the easiest of the three to draw and the most common.

Trimetric foreshortens all three differently, which the trimetric grid generator draws. Maximum flexibility, three separate scales to keep track of, and correspondingly rare outside CAD output.

Dimetric, isometric and trimetric compared

Dimetric is the middle case: two axes share a scale, the third has its own. It is the one you choose when the subject has a face you want to favour — a building elevation, a control panel, the top of a machine — without going all the way to perspective.

Why 7° and 42° are the standard angles

The default angles here are 7° and 42°, and those are not arbitrary. ISO 5456-3, the international standard covering axonometric representations in technical drawing, sets out a dimetric case at exactly that pair. The angles were chosen because the axis scales that result are close to convenient ratios — near enough to 1:1:½ that a draughtsman could work with an ordinary scale rule instead of computing every measurement.

That practical concern is worth dwelling on, because it explains the whole shape of the standard. Before CAD, the cost of a projection was measured in how many different rulers you needed. Isometric needed one. A dimetric pair chosen carelessly needed two awkward ones. The 7°/42° pair needed two easy ones. The geometry was picked to fit the tools.

Why games use dimetric and call it isometric

Games arrived at dimetric independently and for a different reason: pixels. A line drawn at 30° — the true isometric angle — cannot be rendered cleanly on a square pixel grid, because the ratio of rise to run is irrational. A line at 2:1, two pixels across for every one down, renders as a perfectly regular staircase with no anti-aliasing needed.

New clay bricks stacked on a pallet seen from a corner, courses running two ways
A brick is longer than it is deep, so the two visible faces of a stack never foreshorten equally. Choosing different angles for the two axes is a way of admitting that rather than averaging it away.

Two-to-one is an angle of 26.565°, which is not 30°, so what the industry has always called isometric pixel art is in fact dimetric. SimCity 2000, Diablo, Age of Empires, Baldur's Gate, RollerCoaster Tycoon — all dimetric, all called isometric, and the naming has stuck so firmly that correcting it in a studio is usually not worth the argument.

This overlay lets the high axis reach 26° or 27°, so the 2:1 case is directly available on that family. The low axis tops out at 25°, so the exact 2:1 pair on both sides is out of reach — worth knowing before you set out to match a specific tile set, and worth stating plainly rather than letting you discover it three adjustments in.

The third family in this construction is vertical, at 90°, and it is spaced 25% wider than the two obliques. That spacing difference is a legibility decision rather than a geometric one. At high density three families at the same spacing turn into a mesh where you cannot follow any one of them; separating one by a quarter is enough for the eye to keep them apart.

The vertical can be switched off, and for some subjects it should be. If you are laying out a floor plan, a garden, a circuit board or a board-game map, there is nothing vertical in the drawing and the third family is just noise over the two that matter.

Where dimetric beats isometric

Where dimetric earns its place over isometric is any subject with a dominant face. A cabinet whose front is the whole point. A dashboard. A building where the elevation carries the design and the two side walls are context. Isometric gives all three equal weight by construction; dimetric lets you decide.

It also solves a specific isometric annoyance: at 30°, a cube's front-top edge and its side-top edge are mirror images, and any subject with a strong diagonal in it produces coincidences — edges that land exactly on top of each other and read as one line. Shifting to an asymmetric pair breaks those coincidences without changing the character of the drawing.

Where dimetric projection came from

The history runs through engineering rather than art. The dimetric overlay page follows that thread, and the perspective overlays hold the whole projection family. William Farish's 1822 paper On Isometrical Perspective is the usual starting point for axonometric drawing in the English-speaking world; he was after a way to draw machinery that could be measured off the page. The dimetric and trimetric cases were formalised over the following century as drafting standards were written, and ISO 5456-3 is the modern descendant.

Meanwhile the projection had a parallel life in East Asian painting, where oblique construction — a related parallel projection — had been standard in Chinese and Japanese scroll painting for a thousand years before Farish. The handscroll form makes converging perspective impossible: the viewer moves along the picture, so there is no single station point for lines to converge toward.

Choosing your two angles

Choosing your two angles in practice comes down to how much of each face you want. A low first angle, near the 7° default, keeps the near face close to a true elevation — you see it almost flat on, and it stays readable. A higher first angle turns it toward the viewer and starts to show its depth.

The second angle governs the other face and the apparent height of the viewpoint. At 42° you are looking down at a fairly steep angle, which is what you want for a floor plan with walls. At 30° you are lower and the drawing reads more like an elevation with depth.

One caution: very shallow angles, under about 5°, produce lines close enough to horizontal that they interfere with the picture's own horizontals, and the grid stops being a construction aid and becomes a moiré pattern. Very steep ones, over about 60°, produce the same problem against verticals.

Setting the grid density

The density control divides the short side of the canvas into a number of steps, and the same spacing is then applied along every axis. Because the axes are at different angles, the resulting cells are parallelograms rather than squares. That is correct — the cells represent equal steps along each axis, and the axes genuinely are foreshortened differently.

For transferring a specific design, work backwards: decide the smallest feature you need to place, then set the density so that feature is at least one cell across. Below that, the grid tells you nothing you can act on.

Laying the grid over an existing image is the fastest way to reverse-engineer a projection. Load a screenshot or a piece of reference art, then adjust the two angles until the grid lies flat along the subject's own edges. When it locks, you have the projection, and you can draw a new asset that will sit in the same world.

That is a genuinely common task and a genuinely annoying one to do by eye, because the difference between 26° and 30° is invisible on a small sample and glaring once an asset is placed in a scene next to the originals.

This tool draws over your image rather than exporting a fixed template because the placement is part of the answer. Where the grid origin sits determines which of the subject's edges land on grid lines, and that decision is made against the subject, not against a blank sheet.

The export sizes itself from the paper format and the DPI you choose, not from your screen. A grid exported at A3 and 600 DPI is a printable construction sheet; the same grid at SVG is an editable layer for a vector application. The isometric grid generator foreshortens all three equally.

Everything runs in your browser. Images you load are never uploaded, because there is no server for them to reach — the drawing, the transform and the export all happen on your own machine.

Studio notes

Where a dimetric projection gets used

A brickworks drying shed with unfired green bricks racked on edge with air gaps between
A brick is longer than it is deep, so a stack of them never foreshortens equally in both directions. Letting the two axes differ is a way of admitting that.
Game artisttile-based art

Every tile set I have ever shipped is dimetric, and every design document calls it isometric. I stopped correcting people years ago.

Furniture designerproduction drawings

For a cabinet drawing, the front face is the design and the sides are context. Isometric gives all three the same weight, which is wrong for the subject.

Concept artistmatching an existing style

I use it to reverse-engineer a projection from reference. Adjust until the grid lies along the edges, and you have the angles.

Questions

Dimetric projection: frequently asked questions

The geometry

Is pixel-art isometric really isometric?

Almost never. Two-to-one pixel art — two across for every one down — sits at 26.565°, not the 30° that true isometric requires. It is dimetric. The 2:1 ratio is used because it renders as a clean staircase on a square pixel grid, which 30° cannot.

Can I set both axes to the 2:1 pixel-art angle?

Only one of them. The high-axis slider covers 25°–65°, so 26° or 27° is available there; the low-axis slider stops at 25°. If you need the exact symmetric 2:1 pair on both sides, this overlay will not reach it.

Why is the vertical family spaced wider than the others?

Legibility, not geometry. At high density three families at identical spacing merge into a mesh you cannot follow. Setting the vertical 25% wider is enough for the eye to keep the three apart. Turn it off entirely if your subject has no vertical dimension.

Do the lines converge on a vanishing point?

No. Axonometric projection has no vanishing points at all — parallel lines stay parallel and nothing shrinks with distance. That is exactly what makes these drawings measurable: a length taken anywhere on an axis is valid everywhere on it.

Why are the cells parallelograms rather than squares?

Because the density setting applies the same spacing along each axis, and the axes are at different angles. The cells represent equal steps along each direction, which is what you want — the axes genuinely are foreshortened differently.

Can I use it to work out what projection a piece of reference uses?

That is one of its best uses. Load the reference and adjust the two angles until the grid lies flat along the subject's own edges. When it locks, you have the projection, and you can draw a new asset that will sit correctly beside the originals.

Are there angles I should avoid?

Below about 5° the oblique lines run close enough to horizontal to interfere with the picture's own horizontals and the grid turns into a moiré pattern. Above about 60° the same happens against verticals. The usable band is comfortably wide, but the extremes of the sliders are not useful.

Using it

Why do the angles default to 7° and 42°?

That is the dimetric case set out in ISO 5456-3, the international standard for axonometric representation in technical drawing. The pair was chosen because the resulting axis scales land close to convenient ratios, so a draughtsman could work with an ordinary scale rule rather than computing every measurement.

How do I match a piece of reference art?

Load it and move the two angles until the families lie along its edges. If both settle on the same value you are looking at isometric; if they differ but one is a clean 2:1 pixel slope, it is game art drawn to the screen grid rather than to a projection.

Can I set both axes to the pixel-art angle?

Yes, and it stops being dimetric the moment you do: two equal angles is isometric by definition. The 2:1 pixel slope is about 26.57°, and setting both to it gives you the true isometric case with the pixel-friendly angle.

Export and print

What do I export to build a tile set on?

SVG, as a locked guide layer. Tile art lives or dies on every tile agreeing with the same projection, and a vector guide you can snap to is worth far more than a picture of one.

Can I print it as dimetric paper?

Yes, at your own two angles, which is the point — dimetric paper is not something anyone sells, because the angles are a choice. Export the grid alone at your paper size and you have a pad nobody else has.

Choosing a grid

What is the difference between dimetric and isometric?

How many axes share a scale. Isometric foreshortens all three by the same amount, so one ruler serves for all of them and the three axes sit at 120° apart on the page. Dimetric keeps two equal and lets the third differ, which lets you favour one face of the subject.

Should I just use isometric?

If all three faces matter equally, yes. The isometric grid generator holds one scale for every axis, so measurements come straight off the drawing. Dimetric is the choice when the top face matters less than the two sides, which is most furniture, most machinery and most game tiles.

Practical matters

Does anything I load get uploaded?

No. There is no server to upload to. The image is read by your browser, the grid is drawn on your machine, and the export is generated locally.

Is pixel-art isometric actually isometric?

Mostly not. The familiar 2:1 pixel slope is about 26.57° where true isometric is 30°, so what most games call isometric is really dimetric — chosen because a 2:1 slope draws cleanly on a pixel grid and 30° does not.

Open the tool Dimetric grid generator

Two axes, your two angles

Dimetric projection opens on the ISO pair and takes any other angles you choose. Export vector or 600 DPI. No signup, nothing uploaded.

Back to the generator →