I think that will do the job. I’ll move the colour wheel and edge lines to separate sheets, that will give the definition Im after and not affect other symbols that should be on the Symbols flat sheet. I’ll make some sheets for the highlights and shadows for the depth.
At its actual size in the drawing that should look pretty good.
Here is my "rainbow coloured, ice-cold floating gem" in situ. This will have to do, as I need to get these maps finished - they've been dragging on far too long and once I finish this one, there's 2 more to go. Thankfully, they're both much simpler.
Last update before I finish this bad boy, I'm on the home stretch...
Sorted my Gold and Silver leaf fills, downloaded the textures from Sketchup and did some fine tuning in Affinity Photo before adding them to the Bitmap folder and importing them.
Added a'glow' to the gem, might play around with the blur and transperency settings for that, I think it needs to be a bit 'softer'.
The second image includes the hand drawn sketch I'm working from...
NOTE: All images Copyright of Crusade of Steel 2023.
Finally getting back to finishing this commission. Delayed for various, personal reasons. Anyhow, here is where I'm at with maps 3 & 4.
On map 2 above and map 3 below, I'll be replacing the pit trap symbols as I've done for map 4. The darker symbols are actual pit traps (if the OG are consistent) and the lighter are other traps; swinging spiked balls, scythes etc.On map 4 there are 'legible' descriptions of the various traps - I'll be providing the client the 'key'. There are Floor, Ceiling and general Traps. Without further ado...
Well, hasn't this been a long, drawn out process...I'm surprised the client is still with me...
I think I lost interest in this project for 3 reasons; their complexity and size, doing player and GM versions and general laziness on my part. Finally, removed the digit and got them done.
I've sent these off for approval - hopefull, if there are any more changes they will be minor...
The red lines (squiggly or straight on the last map) represent illusory walls and whatever.
Due to the number of traps on the last 2 maps, I created a key in the Map Notes.
Yeah, it can be a real challenge to work on large, complex layouts like this, and I suspect it's easier if you're doing it for yourself, rather than someone else (even if they are paying you for it). Closest I've come using CC3+ is the Dendorlig Hall map for the Atlas, and that took me ten months to finish, so I don't think you've done too badly here!
Prior to that, I'd only done a couple of twelve-level random dungeons by hand, the more recent of which was about thirty years ago, using the original D&D DM's Guide random dungeon design mechanic. Neither of those took anything like so long (the more recent took about five months), but being younger and with fewer commitments/health issues back then, things flowed more smoothly, of course...
Thanks for your comments folks, much appreciated. I'm glad this is done and that you like them. I'm very happy with the finished product, though not happy with myself for the time taken.
Should I get more work from this client, doubtful considering how long this project took, or do similar things for myself and others, I've learnt quite a bit. For example; I'm very Ok with my process for the masking the walls of the general floorplan and secret rooms/passageways - works a treat. However, while it works for the illusory walls I don't feel it's the best way to do them requiring multiple colour keys etc which makes editing more difficult. The easiest, and safest, way is just to create an additional layer "WALLS Illusions" and change the layer after selecting the appropriate drawing tools. Also, labelling; for future, similar projects I'll number the rooms sequentially starting with the player version - so there are no clues to secret rooms or whatnot and then fill in the blank labels on the GM version...you live and learn.
Also, labelling; for future, similar projects I'll number the rooms sequentially starting with the player version - so there are no clues to secret rooms or whatnot and then fill in the blank labels on the GM version...you live and learn.
Oh! That's a good tip. I have been omitting room numbers on player versions, figuring the players could just point to the room they have a question about, but that could be tricky in a large map like this. Good suggestion.
@jmabbott . There are so many interesting points about this, and it is such a nice clean style. Have you thought of putting it together as a style for ProFantasy. With all your observations as well. What about it, @Ralf
It's primarily just the Mike Schley dungeon style with some custom fill styles (the metallic fills) a lot of manual drawing (for custom pits-shaded polygons, colour overlays etc), and a couple of custom symbols as well as those from other dungeon styles. I could create a style I suppose - I'd have to ckeck the tutorials on how to properly do that of course, particularly for the symbol catalogue.
Comments
Thanks Joe,
I think that will do the job. I’ll move the colour wheel and edge lines to separate sheets, that will give the definition Im after and not affect other symbols that should be on the Symbols flat sheet. I’ll make some sheets for the highlights and shadows for the depth.
At its actual size in the drawing that should look pretty good.
Hi Folks,
Here is my "rainbow coloured, ice-cold floating gem" in situ. This will have to do, as I need to get these maps finished - they've been dragging on far too long and once I finish this one, there's 2 more to go. Thankfully, they're both much simpler.
Last update before I finish this bad boy, I'm on the home stretch...
Sorted my Gold and Silver leaf fills, downloaded the textures from Sketchup and did some fine tuning in Affinity Photo before adding them to the Bitmap folder and importing them.
Added a'glow' to the gem, might play around with the blur and transperency settings for that, I think it needs to be a bit 'softer'.
The second image includes the hand drawn sketch I'm working from...
NOTE: All images Copyright of Crusade of Steel 2023.
Hiya Folks,
Finally getting back to finishing this commission. Delayed for various, personal reasons. Anyhow, here is where I'm at with maps 3 & 4.
On map 2 above and map 3 below, I'll be replacing the pit trap symbols as I've done for map 4. The darker symbols are actual pit traps (if the OG are consistent) and the lighter are other traps; swinging spiked balls, scythes etc.On map 4 there are 'legible' descriptions of the various traps - I'll be providing the client the 'key'. There are Floor, Ceiling and general Traps. Without further ado...
Well, hasn't this been a long, drawn out process...I'm surprised the client is still with me...
I think I lost interest in this project for 3 reasons; their complexity and size, doing player and GM versions and general laziness on my part. Finally, removed the digit and got them done.
I've sent these off for approval - hopefull, if there are any more changes they will be minor...
The red lines (squiggly or straight on the last map) represent illusory walls and whatever.
Due to the number of traps on the last 2 maps, I created a key in the Map Notes.
Awesome, because you managed to finish it, but good maps as well :)
Fabulous maps. I am inspired to try the same style.
Yeah, it can be a real challenge to work on large, complex layouts like this, and I suspect it's easier if you're doing it for yourself, rather than someone else (even if they are paying you for it). Closest I've come using CC3+ is the Dendorlig Hall map for the Atlas, and that took me ten months to finish, so I don't think you've done too badly here!
Prior to that, I'd only done a couple of twelve-level random dungeons by hand, the more recent of which was about thirty years ago, using the original D&D DM's Guide random dungeon design mechanic. Neither of those took anything like so long (the more recent took about five months), but being younger and with fewer commitments/health issues back then, things flowed more smoothly, of course...
Hope your client's as impressed as we are!
Thanks for your comments folks, much appreciated. I'm glad this is done and that you like them. I'm very happy with the finished product, though not happy with myself for the time taken.
Should I get more work from this client, doubtful considering how long this project took, or do similar things for myself and others, I've learnt quite a bit. For example; I'm very Ok with my process for the masking the walls of the general floorplan and secret rooms/passageways - works a treat. However, while it works for the illusory walls I don't feel it's the best way to do them requiring multiple colour keys etc which makes editing more difficult. The easiest, and safest, way is just to create an additional layer "WALLS Illusions" and change the layer after selecting the appropriate drawing tools. Also, labelling; for future, similar projects I'll number the rooms sequentially starting with the player version - so there are no clues to secret rooms or whatnot and then fill in the blank labels on the GM version...you live and learn.
Also, labelling; for future, similar projects I'll number the rooms sequentially starting with the player version - so there are no clues to secret rooms or whatnot and then fill in the blank labels on the GM version...you live and learn.
Oh! That's a good tip. I have been omitting room numbers on player versions, figuring the players could just point to the room they have a question about, but that could be tricky in a large map like this. Good suggestion.
@jmabbott . There are so many interesting points about this, and it is such a nice clean style. Have you thought of putting it together as a style for ProFantasy. With all your observations as well. What about it, @Ralf
Thanks @Quenten,
It's primarily just the Mike Schley dungeon style with some custom fill styles (the metallic fills) a lot of manual drawing (for custom pits-shaded polygons, colour overlays etc), and a couple of custom symbols as well as those from other dungeon styles. I could create a style I suppose - I'd have to ckeck the tutorials on how to properly do that of course, particularly for the symbol catalogue.
I can help with all that - i learned a lot when I did the watabou revised style - message me.