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Thread: [Award Winner] Assorted tips and tricks

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  1. #1
    Community Leader Facebook Connected torstan's Avatar
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    Default Hand Drawn Mountains

    It's a bit of a long one today for the lunchtime mapping tip. We're doing mountains.

    After I put together a post about drawing hills, I had a request to do the same for mountains. Here's a walk through of my process. For this, you need any piece of software that allows you to use layer blend modes, specifically overlay. I know these appear in Photoshop and Gimp, and I'm pretty certain they're available in others too. It also helps if you have a tablet, but this can be done using a mouse with a low brush opacity to build up the shadows gradually.

    Click image for larger version. 

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    I build up mountains in 5 steps over a textured brown background. I find http://cgtextures.com great for good backgrounds, or you can use the one I've attached here. I've provided it CC-BY-NC licensed so that you can use it for any non-commercial purpose.

    Click image for larger version. 

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    Okay, onto the mapping!

    1. Draw the ridge line for your mountains. Mountains form in lines and create ranges spanning long distances, and help to form natural dividing lines for countries. Don't make it too straight. If your hand shakes whilst you're drawing this it's a good thing.
    2. Add in the lines for the mountain ridges that come down from the ridge line. These should bunch up near peaks and help the viewer see where the mountain tops are. They spread out as they get further from the ridge where the ground becomes flatter and easier to navigate. This part just takes a little time and practice to get it looking good.
    3. Create a new layer and set its blend mode to overlay. Take a large-ish circular brush and either set its opacity to pressure sensitive (if using a tablet) or low opacity (if using a mouse). Now, with the colour set to black or very dark blue block in the shadow on the SE side of the mountains. Always start a stroke at or near the ridge line and draw away from the ridge. That will result in the most overlapping strokes being beside the ridge. This means the darkest regions are beside the ridge, and also you'll get lots of details around the ridge. Now pick a few region on the SW side of the ridge that would be in shade and block those in too. Switch to white, and do the same for highlights on the NW side.
    4. Create another layer and once again set it to overlay. Reduce the size of your brush by at least 50% and repeat the process. This time you're looking for the drakest shadows and the brightest highlights to give some detail and definition. Focus on mountain peaks and the top of the ridge line.
    5. Create a final layer, and set it's mode to colour. Using a large fuzzy brush, and pure grey, turn the peaks of the mountains grey. Then using the same fuzzy brush, lay in some verdant green around the base. You can also go back to your first overlay layer here and spread the shadows and highlights into the surrounding plains to blend the mountains in with the background.



    Click image for larger version. 

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ID:	40981

    The biggest leap of faith here is trusting that you can be fairly loose on your overlay layers and it will some out fine. The second image attached provides a quick look at what my overlay layers look like as normal layers on a grey background. You can see that the brush strokes aren't that careful, but when they are combined into the overlay layers, they look just fine.

    You can download the .psd of this mountain test here: http://thulaan.com/Downloads/Mountains.psd

    This mini-tute originally appeared here.

  2. #2
    Guild Adept loogie's Avatar
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    Default

    Quote Originally Posted by torstan View Post
    It's a bit of a long one today for the lunchtime mapping tip. We're doing mountains.

    After I put together a post about drawing hills, I had a request to do the same for mountains. Here's a walk through of my process. For this, you need any piece of software that allows you to use layer blend modes, specifically overlay. I know these appear in Photoshop and Gimp, and I'm pretty certain they're available in others too. It also helps if you have a tablet, but this can be done using a mouse with a low brush opacity to build up the shadows gradually.

    Click image for larger version. 

Name:	Mountains.jpg 
Views:	6246 
Size:	116.4 KB 
ID:	40980

    I build up mountains in 5 steps over a textured brown background. I find http://cgtextures.com great for good backgrounds, or you can use the one I've attached here. I've provided it CC-BY-NC licensed so that you can use it for any non-commercial purpose.

    Click image for larger version. 

Name:	background.jpg 
Views:	10014 
Size:	3.42 MB 
ID:	40979

    Okay, onto the mapping!

    1. Draw the ridge line for your mountains. Mountains form in lines and create ranges spanning long distances, and help to form natural dividing lines for countries. Don't make it too straight. If your hand shakes whilst you're drawing this it's a good thing.
    2. Add in the lines for the mountain ridges that come down from the ridge line. These should bunch up near peaks and help the viewer see where the mountain tops are. They spread out as they get further from the ridge where the ground becomes flatter and easier to navigate. This part just takes a little time and practice to get it looking good.
    3. Create a new layer and set its blend mode to overlay. Take a large-ish circular brush and either set its opacity to pressure sensitive (if using a tablet) or low opacity (if using a mouse). Now, with the colour set to black or very dark blue block in the shadow on the SE side of the mountains. Always start a stroke at or near the ridge line and draw away from the ridge. That will result in the most overlapping strokes being beside the ridge. This means the darkest regions are beside the ridge, and also you'll get lots of details around the ridge. Now pick a few region on the SW side of the ridge that would be in shade and block those in too. Switch to white, and do the same for highlights on the NW side.
    4. Create another layer and once again set it to overlay. Reduce the size of your brush by at least 50% and repeat the process. This time you're looking for the drakest shadows and the brightest highlights to give some detail and definition. Focus on mountain peaks and the top of the ridge line.
    5. Create a final layer, and set it's mode to colour. Using a large fuzzy brush, and pure grey, turn the peaks of the mountains grey. Then using the same fuzzy brush, lay in some verdant green around the base. You can also go back to your first overlay layer here and spread the shadows and highlights into the surrounding plains to blend the mountains in with the background.



    Click image for larger version. 

Name:	NormalToOverlay.jpg 
Views:	3052 
Size:	77.9 KB 
ID:	40981

    The biggest leap of faith here is trusting that you can be fairly loose on your overlay layers and it will some out fine. The second image attached provides a quick look at what my overlay layers look like as normal layers on a grey background. You can see that the brush strokes aren't that careful, but when they are combined into the overlay layers, they look just fine.

    You can download the .psd of this mountain test here: http://thulaan.com/Downloads/Mountains.psd

    This mini-tute originally appeared here.
    S-E-X-Y... I was looking for some hand drawn work to compare for the region I gotta draw.. who else was i going to look at for inspiration but TORSTAN of course!! I stumbled upon this, and well... I'm appauled at your skill
    Photoshop, CC3, ArcGIS, Bryce, Illustrator, Maptool

  3. #3
    drawzalot
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    how is this hand drawn? its just another computer generated picture

  4. #4
    Guild Member Maker of the Way's Avatar
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    very cool.

  5. #5

    Default Awesome!

    Thank you so much for your help!

  6. #6

  7. #7
    Guild Journeyer maxsdaddy's Avatar
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    I was searching for the right superlative, but couldn't find one that did the trick so I'll just say THANKS! I hope your lunchtime gets longer.

  8. #8
    Community Leader Facebook Connected torstan's Avatar
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    Default Turning a map into an aged paper handout

    Thanks guys!

    Today it's a quick and easy tip for turning a map into an aged paper handout - which is really a mini discussion on using blend modes in Photoshop or Gimp.

    First of all you need a good paper texture. There are thousands of these free on the internet. As always, www.cgtextures.com is a good bet, under Paper->Plain. You can also find hundreds of paper textures on deviantArt.com (just search for "paper texture"). With this in hand it's a quick hop to a pretty map:

    Click image for larger version. 

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    (as always you can download this fullsize, or download the psd here)

    1. Take the original map - here we have a simple 3 colour map with a couple of locations marked with crosses. It's useful, but not that atmospheric.
    2. Add a parchment background as a layer behind the map. You won't see it initially (the white background blocks it out) so change the blend mode to multiply. This only darkens, so the white background will disappear. Drop the opacity of the layer to 50% to give a light watercolour look.
    3. The 50% multiply layer is a little washed out, and we want to darken the lines and bump up the colours. To do this, duplicate the layer and set the blend mode to colour burn. This will boost the colours and burn in the dark lines - and once again the white is transparent for this blend mode.. I've set it to 70% opacity.

    Play with the opacity of the two blend modes to get a look that you like. You can also use colour and saturation blend modes with this to build up a nice effect. And just like that you have an aged paper hand out. Much easier than tea staining or baking a hand drawn map, and with less chance of setting fire to the oven.

    This originally appeared on G+ here.

  9. #9
    Community Leader Facebook Connected torstan's Avatar
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    Default Castle Defence - a classic gatehouse

    Today, a lunchtime tip that's entirely software (and edition!) agnostic - a simple design for a castle gatehouse.

    Castles are built for more than one reason - people live there, guards are stationed there and often they are political power centers for the region. But first and foremost they are built to keep people out. The weak point in any castle is it's front door, and a number of techniques were perfecte over the years to make sure that someone trying to attack a castle would have a hard time of it. Now attackers might not be as obvious as a massed army at the gates - unsavoury people sneak in too. This gatehouse design was used in many places - including Linlithgow Palace, the palace I grew up beside and spent a lot of time in.

    Click image for larger version. 

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    1. Visitors approach from the south (in this diagram). The outer gate is large and heavy, and often opens onto a moat that's crossed on a drawbridge.
    2. Once inside, the doors are closed behind (often from a mechanism operated from the guard room).
    3. Progress forwards is barred by a portcullis, and a set of heavy doors. This allows the inner doors to be opened safely so someone can talk to the visitors, without allowing them access to the castle
    4. Guards on either side can target visitors through arrow slits.
    5. More guards are perched above and can target visitors with ranged weapons, or that classic defence of boiling oil.

    This provides a robust defence mechanism against invaders, but it's far from full-proof. Linlithgow Palace was taken by a small group of determined soldiers using a simple ruse with a hay cart. The farmer drove his cart with fresh grain up to the palace. The guards opened the portcullis to let him in. He stopped the cart under the portcullis, and armed soldiers burst out from under the hay. The portcullis was dropped, but the cart jammed it open, and provided an open front door for the extra troops waiting in hiding outside. Soldiers poured in and the Palace was taken with relative ease.

    For a game with fantasy elements, you'll want to station some form of caster at the front gate, with some easy divination magic. The murder holes make the perfect vantage point for a sorcerer, and the confined space is just built for flaming spheres. This originally appeared here on G+.

  10. #10
    Community Leader Facebook Connected torstan's Avatar
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    Default Drawing Isometric Dungeons

    There are some classic isometric dungeon maps out there, particularly those of castle ravenloft - the original David Sutherland maps inspired the styles of all maps of that castle that have come since. It's also a style beloved of computer games, most notably the Diablo series.

    Creating an isometric map is actually pretty easy.

    Click image for larger version. 

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    • First draw out your floor plan as if it were top down. Place lines for all the elements on the ground - walls, doors, outlines of pit traps. I draw these lines on a separate layer from the grid as it keeps everything organised.
    • Make it isometric! Rotate the map 45 degrees. Then you shrink the map vertically by 57.7%.
    • The great thing about isometric maps are the vertical details you can throw in there. Find every corner, and draw a vertical line to show wall edges. Focus on the edges that don't obscure details further away. Here I've added the most detail where the detail doesn't overlap the actual floorplan. Fill in the blank space with sketched stone texture, add in illustrated doors, throw in some lines to show the rough stone in natural stone tunnels and give the viewer an idea of just how deep the spiked pit trap is. Again, I add these details on a separate layer to make it easy to erase mistakes without rubbing out the floor lines.


    Remember that the primary goal of the map is to show the floorplan and allow for easy use for a GM. The extra detail that an isometric map provides can really sell the setting of a map, but it's also easy to obscure important features.

    This originally appeared on G+ here.

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