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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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    Today a quick mini-tutorial. This isn’t a photoshop tutorial, nor is it a tutorial for a polished finished map. This is a step by step in my own town creation method when I’m creating the first sketch layout. The key here is to have the town layout make sense.

    1. Draw the terrain and the major locations

    Town_Mapping_1.jpg

    Towns adapt to their surroundings. The first thing to do is to draw the terrain the town sits on. In this case I’ve picked a peninsula with a larger outcropping at the end. The coast is rocky and broken apart from a low bay on the NE.

    Once you’ve placed the terrain, use that to inform the locations of the main buildings. Here the castle goes on the highest promontory, with a commanding view of the sea and the land around. The cliffs on the promontory provide natural defences. Any land based threat must come down the peninsula, and the town will want to defend the harbour, so it’s natural for there to be a wall across the end of the peninsula.

    After placing the major defences, I add a harbour for fishing boats (food), a market near the docks (commerce). I place another couple of large buildings – 4,5 and 6 that could be a temple, inn and wizard’s tower respectively – the trifecta of important fantasy town locations.

    2. Place the major roads

    Town_Mapping_2.jpg

    Roads get people where they need to go. In this case, the road needs to take a fairly direct route from the main gate to the castle. Remember that the roads will follow the contours of the terrain. Avoid straight roads in fantasy town maps – they tend not to have heavy earth moving machinery so roads need to go around obstacles on the whole. It’ll help sell the sense of a naturally evolving town.

    Once we’ve laid in the main thoroughfare, add main roads to the source of food and commerce – these will be the high traffic routes. Add in a couple more – here I add the second road to the NE through the smaller gate.

    3. Add the minor roads

    Town_Mapping_3.jpg

    With the major roads in place the map looks bare. Add a web-work of smaller roads to fill in the gaps. Remember that the majority of the smaller roads are going to be to get people to the major roads. Add kinks and corners to give the minor roads some visual interest, and again follow the contours of the land.

    4. Draw in the houses

    Town_Mapping_4.jpg

    This can take a while, depending on the scale of the map and the level of detail you’re going for. In this sketch I was drawing on paper at roughly 2 inches square so a house could be little more than a dot on the map. Here the houses are a means of blocking in the space around the roads. Ideally when you’re done with the houses you’ll be able to see the roads even if you remove the road lines.

    And that’s it! You’re done with your sketch. Add a key and it’s a functional town map. Going from here to a presentation map is a different issue, but that’s a matter of style rather than substance.

    And here's a very quick colour for fun:
    Town_Mapping_5.jpg

  2. #2
    Community Leader Facebook Connected torstan's Avatar
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    Default How to draw swamps

    Here's the breakdown of how I draw lineart for swamps.

    How_to_draw_swamps.jpg

    1. The rivers

    Swamps are often around a river - if this is the case, then begin with the river at the heart of the swamp. Unlike most rivers which usually run for miles without branches, in a swamp I add lots and lots of tributaries feeding into the main river. This indicates the water draining in from the wider swamp and helps to define the borders of the swamp. Because I'm drawing a 3/4 style map here, I emphasise the horizontal spread of the rivers over the vertical spreads.

    If your swamp isn't connected to a river, then ignore this step.

    2. Tufts of swamp grass

    Add in tufts of grass throughout the swamp. 2-3 lines spiking up from the ground should do the trick.

    3. Horizontal lines

    Here we really specify the area of the swamps. I add horizontal lines and ripples to imply the surface water in the bog. The lines don't meet up with the tufted grass - that separation helps keep the texture clean rather than messy. Finally I add a rippled line around the edge to define the limits of the swamp.

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    Community Leader Facebook Connected torstan's Avatar
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    Default Using the Pen Tool to Draw Buildings

    Using_The_Pen_Tool_To_Draw_Buildings.jpg

    Following the previous tutorial about town design here’s a tutorial on filling in the buildings in the town.

    I’m jumping in at the stage where we’ve already got the terrain, major locations and roads mapped out. The next step is filling all the remaining space with buildings to turn a skeleton of a town into a town. The key here is to give the impression of a large number of buildings, without having to agonise over every single chimney pot and awning.

    1. Using the Pen Tool

    Here I’m using the pen tool in Photoshop (P) – you can also use the pen tool in Gimp (B). Under Paths, hit the New Path button, and give it a name. Here I’ve called it “Houses”.

    The advantage of using the path tool is that you can go back and edit any element of the city at any point. This is invaluable. It may be that you need to add a road later once and have to move some buildings to accommodate. This way, just use the direct selection tool (A) in Photoshop, or the pen tool (B) in Gimp and go back to edit the vector outline of the houses.

    Many path tutorials will focus on the fact that you can use the path tool to create bezier curves. We’re not doing curves today, but creating straight sided polygons instead. To lay a house polygon, click one for each corner. Because you’re clicking – rather than clicking and dragging – the path lays in straight lines between anchor points. Click again on the first point (you should see a small circle appear under the pen cursor) and the path will close. In Gimp – you need to command-click the first point to close the path.

    Click again somewhere else to start the next building, and you’re off!

    2. Use a variety of building sizes

    First of all, don’t worry about the shapes being precisely right. Any town map will have a lot of buildings, and the chance of a viewer looking at any one and judging the historical accuracy of the building shape are slim. You want the impression of an urban sprawl without having to carefully design each bit of sprawl. So, work quickly, and don’t sweat the details. But – make some decisions about the blocks that you’re filling in. A slum area should have smaller and more disorganised buildings – or solid tenement blocks. There shouldn’t be too much spare space. A wealthier neighbourhood might have bigger building with more empty space around them.

    Use a variety of building shapes. It may well be that buildings are mostly rectangular, but a complete uniformity of buildings forms a repetitive pattern – and out brains are very good at spotting repetitive patterns. That’s part of the reason we’re doing these shapes by hand. Add variety – t-shaped buildings, l-shaped buildings. It might start to look a little like the reject bin in the Tetris factory, but that’s okay. Remember, we’ll be seeing this zoomed out, not examining every single building in turn.

    Also, use negative space. We see not just the buildings, but also the space around them. Leave courtyards and meeting areas, squares and plazas. Leave more empty space in some parts of town than others – even if you don’t have a reason why. Either you’ll come up with a reason later, or your players will rationalise the difference for you, and add detail to your world without you trying.

    3. Let the buildings flow

    The roads and terrain have a flow to them – let the buildings work with that. Fill in the empty space around your featured locations, but use the buildings to describe lines and emphasise the larger shapes of the town. So, for example, a line of similar size buildings all curving around a bend will suggest that the buildings are all the same, and might help to sell a barracks, or pre-built line of miner’s cottages. In contrast, a set of widely varied buildings, all spaced out, might be the mansions of the wealthy – all created to each person’s taste.

    Filling in the buildings takes time – lots of time – but the end result is worth it. I’ve got a few methods of laying out blocks that are more automated, and these help for cities, but nothing beats just drawing in all the houses.

    4. Turn your path into a selection

    Once you’ve tweaked your houses to your liking, turn the path into a selection. (Path’s palette – button at the bottom ‘Load Path as Selection’ -PS, or Path Tool -> Tool Options -> Selection from Path, Gimp).

    5. Fill your houses selection

    Create a new layer, and fill the houses selection with a colour of your choice to lay in all the houses! Here I’ve used some layer options. I filled the selection with white, and set the fill opacity to 50%. I also added an inner stroke of 1px in black. There are lots of good choices for layer styles that can give you a more satisfying set of houses from this selection, but that’s a tutorial for another day. For now, you’ve got a full layout of your town.

    That’s it for now. I’ll post some alternative house style tips over the coming week, and delve into what to do once you’ve got all your vector outlines, later in the week.

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