Page 1 of 2 12 LastLast
Results 1 to 10 of 12

Thread: There's room in the world for more hand-drawn dungeon tiles

  1. #1
    Guild Apprentice
    Join Date
    Jun 2012
    Posts
    47

    Wip There's room in the world for more hand-drawn dungeon tiles

    I thought I'd post my work in progress black and white hand-drawn dungeon tiles here to get some feedback and hopefully motivate me to keep going!

    These are the first few I've done, some stone tiles, floorboards, stairs, walls, table and chairs, pits and chests. I've made all the different elements as brushes so I can just quickly paint them all together into maps for an RPG campaign. You can see here a few quick rooms at 100dpi (which is what I'll probably use as a 'screen resolution' for uploading to a VTT) and also a couple of the tiles at original 300dpi resolution.

    Would be lovely to hear thoughts, ideas, feedback, criticism from anyone. Does everything look like you can tell what it is at low res (or at high res for that matter...)? Has anyone else had a go at this kind of thing before? How did it go?

    Thanks for looking!

    Quick & nasty dungeon:
    Dungeon_test.png

    Chest:
    chest_drawn_2.png

    Spiked pit:
    pit_spiked_1.png
    Last edited by whump; 11-05-2014 at 12:32 PM. Reason: Edit: tags added.

  2. #2
    Guild Master Chashio's Avatar
    Join Date
    Jan 2011
    Location
    Maine, USA
    Posts
    2,332

    Default

    Please keep going. These are excellent!
    Kaitlin Gray - Art, Maps, Etc | Patreon | Instagram

  3. #3
    Professional Artist SteffenBrand's Avatar
    Join Date
    Aug 2014
    Location
    Heidelberg, Germany
    Posts
    893

    Default

    My brain hurts when I see this. Don't get me wrong, the drawings are excellent, really beautiful work! The issue I have is the loss of perspective on things like the walls. You got it with everything else, the chairs, the holes, etc. - but not the walls. I'd indicate it at least a bit. Sure, you have to do some work manually to get this in different maps and especially inner rooms are harder to get a possible solution, but I think it could enhance the immersion the map creates. If it's just for indication and used to make a more stylized map (as it is) it works though. =)

    Reputation for you!
    Visit me on ArtStation.

  4. #4
    Banned User
    Join Date
    Jul 2014
    Location
    Traverse City, Michigan, USA
    Posts
    2,547

    Default

    These are really nice, well-drawn. I agree, the perspective is top down, except the two pits look a bit off.

    Top down perspective is a bit funny in some ways. Either you see everything as if you were above what you are looking at (like a god view), or you see things from a single point and only the thing you are exactly above has no angle perspective (like an airplane view). Your dungeon is the god view, and your pits are the airplane view.

    Most maps use the god view, so if it is top down, then you see no perspective to things like walls, no matter where on the map you are looking.

    That said, I also agree with SteffenBrand that your drawing is excellent and certainly conveys what you are trying to show

  5. #5
    Guild Apprentice
    Join Date
    Jun 2012
    Posts
    47

    Default

    Chashio, SteffenBrand and chick, thank you for the feedback!

    I see what you mean about choosing either 'god' (nothing has perspective) or 'aeroplane' (everything has perspective) view and not mixing the two. I had a go at some 'aeroplane' style walls and, well they work I think. But it's very time consuming to do - I need nine different tiles for one wall set, to account for each possible perspective. Which means nine more for each wall set I do, plus nine versions of each archway, nine versions of each door... I will have to decide if it's worth it for my goal, which is to (relatively) quickly make acceptable-looking dungeons for my players.

    Then there is the question of how to make things stand out when you can't use colour...!

    Here is how the perspective view came out:
    perspective walls.png

  6. #6
    Banned User
    Join Date
    Jul 2014
    Location
    Traverse City, Michigan, USA
    Posts
    2,547

    Default

    That's a beautiful job of perspective! I think we now understand why everyone uses the "god" view

  7. #7
    Guild Grand Master Azélor's Avatar
    Join Date
    Jul 2008
    Location
    Québec
    Posts
    3,363

    Default

    I like the style but in your last picture, the connection between the last door and the north wall doesn't look right. Though I admit that most maps do mix different perspectives all the time.

  8. #8
    Guild Expert Facebook Connected Meshon's Avatar
    Join Date
    Nov 2009
    Location
    Edmonton, Alberta, Canada
    Posts
    1,167

    Default

    Would it work to flip the doors around and have both sides? Like this, except more awesome? Pardon my liberties.

    These are fantastic, really amazing style.

    cheers,
    Meshon
    Attached Images Attached Images

  9. #9
    Guild Apprentice
    Join Date
    Jun 2012
    Posts
    47

    Default

    Chick - thanks! Yes, the god view would be that much quicker to draw. Decisions, decisions...

    Azelor - do you mean the leftmost door? If so then that is an error of mine, I used the wrong tile on the north wall there.

    Meshon - I think that works nicely! Don't worry about using the image, I put it up here for exactly this sort of help

  10. #10

    Default

    This is fantastic, and your "quick and nasty" dungeon set looks as polished as my better work. Your style has good depth and detail to it, without being bogged down in extraneous decoration.

Page 1 of 2 12 LastLast

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •