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Thread: [Award Winner] Using GIMP to Create an Artistic Regional RPG Map

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  1. #1

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    And here is a pdf of everything in Part 2 (up to this point)...

    I haven't written the rest (yet), but plan to continue with part 3:

    It should finish up the map and include:
    -Cities/towns
    -Roads/trails
    -Labels
    -Legend/scale/compass rose
    -Border

    -Rob A>
    Attached Thumbnails Attached Thumbnails Using GIMP to Create an Artistic Regional RPG Map - Part 2.pdf  
    Last edited by RobA; 11-27-2007 at 01:30 PM.

  2. #2
    Guild Apprentice Joshua_101's Avatar
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    Loving it! Can't wait for part three, this is a REALLY helpful tutorial. I really like the way you've done the lakes & rivers.

    Is there anybody with an idea of how to create that wispy cloud effect on the coastline in Photoshop?
    Joshua
    Graphic Designer
    & Amateur Photoshop Cartographer

  3. #3

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    FAIK, there is a displace filter in photoshop.

    Here is a tutorial

    -Rob A>

  4. #4

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    Post 14: Cities
    At this point, you can spend some time playing with colours, saturation, different overlays, etc. to get the land looking the way you want. Once all that is time, it is time to start detailing the non-terrain elements of the map. If you have an idea where cities and roads are to be located that is great. If not, here are a few suggestions:
    • All settlements need water - fresh water for drinking and agriculture.
    • Communities usually have a reason/industry for existing in the first place – farming, mining, shipping, commerce, defense etc. This purpose is often tied to natural resources in the area.
    • Accessibility is important for communities to interact with the world, and people will take the easiest path possible, not the shortest path. Water is one of the easiest ways to travel.

    Once you have a mental idea of where you want settlements and roads, start adding them. I have found the simplest way to make cities is using dingbat fonts. The one installed on every windows machine is called “wingdings”. Here is the character map for wingdings generated by a free Windows font manager called “The Font Thing”. (You can get the link by searching in the forums.):
    Click image for larger version. 

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    As you can see, there are some nice symbols for mapping here, depending on your map style. Using a font manager will let you find these easier. For this tutorial, I will use some similar characters to indicate settlements; I will use the symbol that looks like a ship’s wheel (“]”)to indicate ports, the little square cloverleaf (“z”) for walled settlements, and the simple dot (“l”) for all others.

    Create a new transparent layer called “Towns”. When using GIMP’s text tool, it creates text on new layers above the currently selected layer, but we will be merging all of them down to the “Towns” layer. Select the Towns Layer, and click on the text tool. Pick the font Wingdings. You can leave the colour the default (black) or pick a different colour now. Click in the general area you want a town marker:
    Click image for larger version. 

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    You can change the text size, alignment, spacing and such at this time. Notice the new text layer created in the layers dialog. Selecting the Move tool and toggling “Move the Active Layer” will allow fine positioning of the icon. This process can be repeated with as many icons desired.
    Note: I have not found a way to get non-keyboard symbols into GIMP text. In other Windows applications you can hold the alt key and type the keycode (like ALT+177 to get the crosshair dingbat). Cutting and pasting from another application into the GIMP text dialog does produce non-keyboard fonts, but not what you would expect.
    Once this is done, all the icons will sit on their own layers. (I used a smaller size for the solid dots as they looked too big at 22px):
    Click image for larger version. 

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    Now merge all the text layers down into the town layer. This can be done one at a time right clicking the layer and selecting “Merge Down” or by turning off all the other layers and selecting “Merge Visible Layers”. (I added a keyboard shortcut via File->Keyboard Shortcuts to make Alt-m merge down to speed up this action.) You should end up with all the text layers gone, and just the “Town” layer left.

    The colour can be changes very simply at this time by checking the “Lock Alpha Channel” checkbox. You can then just drag colours (or patterns, or paint with tools) from the Palette Dialog, and all the transparent areas will remain transparent!
    Click image for larger version. 

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    Create a new layer below Towns called “Towns Outline”. This layer will be used to help the town icons stand out. Right click and Alpha to Selection on the Towns layer. Enlarge the selection by 2 px or so (Selection->Grow) and optionally soften the selection (Select->Feather). I used 5 px on the feather. Now with the Town Outline layer active, drag black (or a contrasting colour to the town icons) to the screen. Lock the transparency.

    With both layers having transparency locked, you can drag different colours, or play with the colour adjustments (hue, saturation, lightness) and layer blending modes. Here I ended up with the icons using the “Roofs 3” colour and the outline the “Roads” colour.
    Click image for larger version. 

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    White on black (or vice versa) also work well if set to overlay mode.

  5. #5

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    Post 15: Roads

    Now that you have some civilization, they need to get around. A few things to remember are that people will travel the easiest way possible, even if it is longer. That means that one thing that roads are not is straight (at least in a pre-industrial world!). Even so, roads should be smooth. Trying to draw roads by hand is extremely difficult (especially if you do not have a tablet). My preference is to use paths, and stroke them as desired.
    In truth, I prefer Inkscape for editing paths as I find it easier, and it is very trivial to have a workflow that integrates GIMP and Inkscape. However, this tutorial said using GIMP, so that’s what we’ll use.
    ASIDE TIP: To bring an Inkscape SVG into GIMP as paths, right click on the little triangle in the Path palette to bring up the Path Menu option, then go to Import Path.
    Click image for larger version. 

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    Just follow the dialog. There are two options at the bottom. Merge Imported Paths will cause all the vectors to be imported as one path. Scale Imported Paths to fit Layer will scale op the extents of the SVG image to fit your gimp image size. If not merged, each path will come from Inkscape as a separate path, so combine (not group) any paths you want to be imported as a single element.

    Once you have decided where your roads go, start drawing them with the path tool. Click on the path tool (pen icon) and to draw curves, uncheck the Polygonal option.
    Click image for larger version. 

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    Click on the drawing where you want a path to start (a town) and drag in the direction you want it to go. Then click the next node of the path and drag to set the curve again. This can be continued as long as desires. The edit mode can be used to move and change the handles of notes. It is also worth mentioning that paths can be edited while zoomed in. This makes it easy to accurately set where they are:
    Click image for larger version. 

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    Using the path tool will automatically create a new path in the image. Paths are not really visible on an image, but can be turned into selection or stroked with any of the tools. Paths can be made visible by clicking on the eyeball icon (just like layers).
    Paths can even extend beyond the drawing edge.
    Click image for larger version. 

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    Once you have all the paths that represent your roads (or all the roads of a particular style) merge them into one path my making them (and only them) visible in the path dialog and right clicking Merge Visible Paths. Then rename this path to “Roads”.
    Click image for larger version. 

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  6. #6

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    Post 16: Roads (continued)

    Once the paths for the roads are defined (either using the path tool in GIMP or imported from Inkscape) it is time to actual render them onto the map. There are two main styles for roads – single stroke, and over-stroked. Single stroked roads look like a line (dashed or solid). Over-stroked consist of multiple strokes layered over one another. For example, a wide dark stroke with a light narrow stroke on top will look like a light road outlined in dark. The type of stokes used will be depend on the style you develop, and you might want to use several, along with a legend, to indicate what they represent.
    Here we will make a road similar to that of the ones I used in my Niagara map.

    Create a new, transparent layer below the town layers, called “Road1”. Select white as a colour, and click Edit->Stroke Path (since there is only one path, it is selected as the current path). Choose a width that goes with your map scale (I used 3 px) and pick a solid line with curved end caps. Click Stroke. (I brought the dialog up again after stroking to show the options used).
    Click image for larger version. 

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    Change the drawing colour to black and bring up the stroke dialog again. This time, use 1.5 px, and a custom pattern. Draw the dash pattern you want to use. I made it short dashes.
    Click image for larger version. 

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    Change the layer blend mode to Overlay to get a nice road that blends in well. Alternately, different colours could have been chosen up front for the roads if you wanted specific colours. I want them a bit darker, so duplicate the Road1 layer.
    Click image for larger version. 

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    This looks nice now, but the roads are hard to see in the forest, so lets fix that. (And here is where the power of paths really comes into play.)
    Select the “Forest Bumps” layer, ensuring the mask is selected for editing. Pick the paintbrush tool, with black paint, and a fuzzy brush slightly wider than the road.
    Now again, stoke the path (Edit->Stroke Path) but this time select “Stroke with a paint Tool” and make sure paintbrush is selected.
    This will paint a black line on the bump layer mask to make the road more visible. You could do the same thing to the colour layers as well to define it more.
    Alternately you could stroke with the erase tool to erase areas along a path, or the smudge tool, or anything!
    Click image for larger version. 

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    Finally, as an optional step, to make the roads more jittery, I went back and applied a small (3px) displacement map to them (Filters->Map->Displace) selecting one of the noise layers in the drawing. This just makes the roads less smooth, and a bit more hand-drawn. (though it does look better to do this on a single stroke map)
    Click image for larger version. 

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  7. #7

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    A small diversion-

    I am working on the next installment, but have been....distracted.

    I just wanted to jump here with a variation of the map used in the tutorial until this point. I changed the colour layers (forest, grass, and mountain) to represent a more autumnal environment. This is one of the advantages I have found in keeping the colour and textures on separate layers...

    Click image for larger version. 

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    -Rob A>

  8. #8

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    Hey, this is brilliant. Being the insomniac that I am, I've been playing with this all night. I've never touched anything outside of paint, seeing as I have no artistic ability whatsoever, but this was very easy to follow. I've just hit the mountains and have run out of steam for now - but wanted to let you know that from a total newbie's perspective, this is a very well written tutorial.

    E

  9. #9
    Guild Member heathan666's Avatar
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    ok my first attempt at layering...I'm not happy with it, but hey first time this is actually a world map for my 4th Edition game, I got alot of stuff I have to add, I can only hope that I make it look as good as your stuff does there man. Its still a work in progress but here's a before and after shot...lol...I think I need to redo the mountains......just delete and start from scratch.

    BEFORE TUTORIAL:


    AFTER TUTORIAL:

  10. #10
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    Quote Originally Posted by heathan666 View Post
    ok my first attempt at layering...I'm not happy with it, but hey first time this is actually a world map for my 4th Edition game, I got alot of stuff I have to add, I can only hope that I make it look as good as your stuff does there man. Its still a work in progress but here's a before and after shot...lol...I think I need to redo the mountains......just delete and start from scratch.


    Just wanted to point out: it looks like your coastline changed a bit from the original version to RobA's GIMP Tutorial Version. I imagine this is due to the fractalizing the coastline steps right in the beginning: i.e. using the 3-layer-sandwich and the cloud fill to make a rough and jaggedy coastline.

    I thought I'd mention that if you were particularly liked your old coastline (which already looked reasonably jaggedy and fractalized, imho), then it's perfectly possible to sort of skip these early steps on RobA's tutorial and move to the later steps (the sea, etc.) To do this, however, you'd need to convert your existing coastline into a black-and-white layer (white land, black ocean).

    You can do this several different ways, probably. It looks like you already have a black line for the coast. You can probably use the Wand-select tool to select the ocean and, on a new layer, fill it with black. (You should be able to select all the ocean blues by changing the settings on the wand tool.) This should fill black up to the same point at which your coastal line begins. Then, you just invert your selection and fill the rest with white. If you've done this all on a different layer, you'll still have the original you can use as a guide.
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