I agree with Grunt actually, although it depends what the definition of 'have [the light source] diirectly above (or slightly offset) so shadows are always drop shadows (like Torchwoods male human)', to use my actual word, and 'side-light' actually are.
I am thinking of maybe 30 degrees of the vertical. Given the isometric view the light source would need to be as if to the left or right of the player-behind-the keyboards head I think (so to the south or east).
Also, what I wrote while Grunt was posting, which I think agrees with his post:
so the shadows look good on the obj and don't interfere with other objs i think so the shadow accentuates the shape/texture of the obj without itself being a focus of attention

i must insist on unifying our light sources.
Yes.
rotating with camera, so in fact, only object rotates, while his shadow points still in the same direction.
But I don't understand this.
