2:15 This is also very effective for carpets and rugs. A very slight touch of transparency can show a little bit of the darkest areas of the floor texture through, as if it's causing the carpet to wrinkle or dip with the uneven-ness. Very subtle if done right. I've also used a tiny amount of transparency with imported objects to make them sit better in the scene 3:13 In 3d CGI there's a type of shadowing effect called Ambient Occlusion, which is a darkening of the line where two objects in contact meet. It's so subtle we don't generally notice it in real life, but it's something that greatly improves the realism of a render. This is kind of what the shading in this tip does, not shadows cast by light sources but creating the occlusion between objects and the surfaces they're sitting on. Another trick I've started doing as standard is adding extra layers to new maps, between the default layers. This is done by opening the dungeondraft_map file in a text editor (I use Notepad++, but good old Notepad will do), searching for "layers": and adding new layers to the definition block like this.. "layers": { "-400": "Below Ground", "-100": "Below Water", "25": "User Layer 0.25", "50": "User Layer 0.50", "75": "User Layer 0.75", "100": "User Layer 1", "150": "User Layer 1.5", "200": "User Layer 2", "250": "User Layer 2.5", "300": "User Layer 3", "350": "User Layer 3.5", "400": "User Layer 4", "450": "User Layer 4.5", "575": "Below Walls", "700": "Above Walls", "900": "Above Roofs" }, I don't edit any of the default layers and try to do this as soon as I've saved a new map for the first time. 575 Below Walls is very useful, used mainly for wall shadows that will always be above the contents of the room. For contents I try to stick to the full x00s default layers, but can use the halfway x50s if I want to add something extra between two layers without having to re-shuffle all the objects above. The 25,50 and 75 layers are useful if you want to put shapes, objects or paths below the default floor level but above the ground terrain. I've used it to create a crevasse cliff face descending away below the dungeon floor level. If you have a map with multiple levels you have to make this edit for each level and while you can squeeze in as many layers as you want between default layers (up to 99) I find the above gives me more than enough breathing room that I've not found the fixed number of layers to be a problem since starting doing this by default..
Those are some solid suggestions! I've heard more people add layers for their DD maps and especially layers 575 is one that would be nice to have, but I never found the currently layers to be that much of an issue to warrant me diving into the files and editing it. It is a bit iffy, but with some planning and a bit of patience I often get it to work. :) Nevertheless, a very good point and that might be something I can record a video about because I'm sure other people aren't as stubborn as I am! Fun to hear that ambient occlusion is a thing. I always assumed there is probably a name for that, but never knew what it was. This is very informative, I'll pin this post so others will find it as well!
My life has changed since I've watched this tutorial! I'm now rich, beautiful, smart... and more importantly, so much better at making maps! Wow! Thanks so much man!
I liked this tips. It'd be great to have a comparison of the same room with and without them in a split screen, so we can fully appreciate the overall impact of using your advice.
The rotated chairs is a "truth in tv" kinda stuff, real life chairs are neatly fixed in place in most places most of the time, the exception is the messy person😅 But yeah It looks better on a vtt. Thanks for the vídeo!
Hey, I love the tutorials so far, they've been a great help! Could you maybe also do a cave tutorial sometime? I'm currently really struggling with an underground dwarven stronghold connected to some caves.
How much time do you usually spend on any given map? And what are maps used for? TO display a scene? Or for combat only? If you need 2-3 combat maps a week, when do you even have time to create them all?
It depends a bit to be honest. (TLDR at the bottom) So right now, when I create maps for Patreon or a video, I can spent somewhere between 10 and 30 hours on a map if I want to make I "perfect". It does really depend on map size though, I can do it in less time if it's a singular building (small house), but any decent-sized map takes about that long. This isn't feasible at all however if you're a DM who needs it for their sessions. (As you may have guessed I'm not a dm at the moment) When I make maps for my table I do some speed map-making. I can make a decent map ready for use at the table in 30-minutes to 1 hour. (I have some challenge videos about that specifically on the channel as well). I couldn't "sell" these, but they work when used with my friends. If I had to make 2-3 maps a week I'd resort to that, probably try and not make it take longer than 30 minutes. I use my map mainly for combat encounters. If I had to make a map for every scene as well I'd be doing nothing but mapping all week. (Which I do now as well, but for other reasons xD) WHen I need material for scene-setting I try and look-up some artwork online. TLDR: Somewehere between 10-30 hours for "perfect" and depending on map size. Use them for Combat encounters. If I need 2-3 a week I do some speed-mapping and take about 30 min to 1 hour for a map. (Check challenge run video on the channel)
Thanks! The assets are mainly the Forgotten Adventures Dungeondraft Integration (accessible via their Patreon) and some White Fox Works (Also accessible via Patreon). For the shadows and lights, I often use Krager's Shadows and lights. Last time I checked those could still be downloaded from cartographyassets.com. :)
Very nice video, well done! I just couldn’t understand what tool you use for the shadows (no native speaker and new to dungeondraft), maybe care to give me a hint? Thanks!
Of course! It's the "Path" tool. YOu can find it on the top left (click the second option from above, then the little pencil, you can see what I mean if you pause at at 0:52) Do note that I use custom assets, the shadow paths are not included in the base version of Dungeondraft. If you can't find it don't hesitate to reach out! :)
That's a good point from a DM making a map for their players perspective. In that case, I wouldn't bother with much of the details myself either. However, as a map-maker who "sells" maps, I rather have a map close to perfect. :)
2:15 This is also very effective for carpets and rugs. A very slight touch of transparency can show a little bit of the darkest areas of the floor texture through, as if it's causing the carpet to wrinkle or dip with the uneven-ness. Very subtle if done right. I've also used a tiny amount of transparency with imported objects to make them sit better in the scene
3:13 In 3d CGI there's a type of shadowing effect called Ambient Occlusion, which is a darkening of the line where two objects in contact meet. It's so subtle we don't generally notice it in real life, but it's something that greatly improves the realism of a render. This is kind of what the shading in this tip does, not shadows cast by light sources but creating the occlusion between objects and the surfaces they're sitting on.
Another trick I've started doing as standard is adding extra layers to new maps, between the default layers. This is done by opening the dungeondraft_map file in a text editor (I use Notepad++, but good old Notepad will do), searching for "layers": and adding new layers to the definition block like this..
"layers": {
"-400": "Below Ground",
"-100": "Below Water",
"25": "User Layer 0.25",
"50": "User Layer 0.50",
"75": "User Layer 0.75",
"100": "User Layer 1",
"150": "User Layer 1.5",
"200": "User Layer 2",
"250": "User Layer 2.5",
"300": "User Layer 3",
"350": "User Layer 3.5",
"400": "User Layer 4",
"450": "User Layer 4.5",
"575": "Below Walls",
"700": "Above Walls",
"900": "Above Roofs"
},
I don't edit any of the default layers and try to do this as soon as I've saved a new map for the first time. 575 Below Walls is very useful, used mainly for wall shadows that will always be above the contents of the room. For contents I try to stick to the full x00s default layers, but can use the halfway x50s if I want to add something extra between two layers without having to re-shuffle all the objects above. The 25,50 and 75 layers are useful if you want to put shapes, objects or paths below the default floor level but above the ground terrain. I've used it to create a crevasse cliff face descending away below the dungeon floor level.
If you have a map with multiple levels you have to make this edit for each level and while you can squeeze in as many layers as you want between default layers (up to 99) I find the above gives me more than enough breathing room that I've not found the fixed number of layers to be a problem since starting doing this by default..
Those are some solid suggestions! I've heard more people add layers for their DD maps and especially layers 575 is one that would be nice to have, but I never found the currently layers to be that much of an issue to warrant me diving into the files and editing it. It is a bit iffy, but with some planning and a bit of patience I often get it to work. :) Nevertheless, a very good point and that might be something I can record a video about because I'm sure other people aren't as stubborn as I am!
Fun to hear that ambient occlusion is a thing. I always assumed there is probably a name for that, but never knew what it was.
This is very informative, I'll pin this post so others will find it as well!
Love the advise and tips. Thank you
My life has changed since I've watched this tutorial! I'm now rich, beautiful, smart... and more importantly, so much better at making maps! Wow! Thanks so much man!
That tip with the trees is such an galaxy tier idea. Holy crap, had no idea you could do that with trees
Haha, I can relate. It's the same way I felt when I first saw somebody use that. Sometimes things are so simple but so freakin smart.
I liked this tips. It'd be great to have a comparison of the same room with and without them in a split screen, so we can fully appreciate the overall impact of using your advice.
You teach a lot in 5 minutes! Congratulations and thank you!
The rotated chairs is a "truth in tv" kinda stuff, real life chairs are neatly fixed in place in most places most of the time, the exception is the messy person😅
But yeah It looks better on a vtt. Thanks for the vídeo!
Wow. Amazing tips!!
Hey very nice stuff here. I've learned a lot. Many thanks!
solid tips! thank you! I especially liked the tips about making your own shadows, highlights, and color gradients.
Good to know, I'm very glad you've found some use in them. :)
Awesome! Got dungeondraft yesterday and these tips help a lot!
Enjoy! It's a blast to work with imo. :)
Some awesome tips!
Good stuff! Thanks for the effort and your contribution to the community!
And thank you for commenting! Seeing these responses really is worth the effort. :)
Holy crap I just received so many tips that are actually useful!
Edit: Subscribed and look forward to more 5 min tip and tricks
Thank you! I’m very glad to hear you like it. Welcome to the club. :D
Very nice!
Very nicely done, a great little summary.
sick tips ty
Great video and beautiful assets? Are they all from the patreon?
Thank you, and yes they are!
They're relatively cheap though. You can get them all if you subscribe to their €3,50 tier.
Great tips👍🏻👍🏻👍🏻👍🏻👍🏻
Thank you!
Hey, I love the tutorials so far, they've been a great help! Could you maybe also do a cave tutorial sometime? I'm currently really struggling with an underground dwarven stronghold connected to some caves.
You're not the first to ask so I'm definitely considering it. I'll try to make a video about it soon!
At 3:19, he has a lot of shadows in the left bar but no right bar with the usual path items. Are these downloaded assets or accessed some other way?
nice!! fellow dutchy
Ha, thats correct! We're quite easy to spot aren't we. ;)
@@fakefairytale05 yes, but nice video man! I am subbed now, looking forward for more creative thoughts :D
How much time do you usually spend on any given map? And what are maps used for? TO display a scene? Or for combat only?
If you need 2-3 combat maps a week, when do you even have time to create them all?
It depends a bit to be honest. (TLDR at the bottom)
So right now, when I create maps for Patreon or a video, I can spent somewhere between 10 and 30 hours on a map if I want to make I "perfect". It does really depend on map size though, I can do it in less time if it's a singular building (small house), but any decent-sized map takes about that long. This isn't feasible at all however if you're a DM who needs it for their sessions. (As you may have guessed I'm not a dm at the moment)
When I make maps for my table I do some speed map-making. I can make a decent map ready for use at the table in 30-minutes to 1 hour. (I have some challenge videos about that specifically on the channel as well). I couldn't "sell" these, but they work when used with my friends. If I had to make 2-3 maps a week I'd resort to that, probably try and not make it take longer than 30 minutes.
I use my map mainly for combat encounters. If I had to make a map for every scene as well I'd be doing nothing but mapping all week. (Which I do now as well, but for other reasons xD) WHen I need material for scene-setting I try and look-up some artwork online.
TLDR:
Somewehere between 10-30 hours for "perfect" and depending on map size. Use them for Combat encounters. If I need 2-3 a week I do some speed-mapping and take about 30 min to 1 hour for a map. (Check challenge run video on the channel)
i should give you another tip on Patreon
Love the video where did you get all the assets and shadows?
Thanks! The assets are mainly the Forgotten Adventures Dungeondraft Integration (accessible via their Patreon) and some White Fox Works (Also accessible via Patreon). For the shadows and lights, I often use Krager's Shadows and lights. Last time I checked those could still be downloaded from cartographyassets.com. :)
Great, just perfekt. I mean, yes really.
Thank you! Glad you like it. ^^
Very nice video, well done! I just couldn’t understand what tool you use for the shadows (no native speaker and new to dungeondraft), maybe care to give me a hint? Thanks!
Of course! It's the "Path" tool. YOu can find it on the top left (click the second option from above, then the little pencil, you can see what I mean if you pause at at 0:52) Do note that I use custom assets, the shadow paths are not included in the base version of Dungeondraft. If you can't find it don't hesitate to reach out! :)
@@fakefairytale05 brilliant, thanks!
Which is better? Shadow path or shadow circles for stuff?
I’d prefer shadows paths over circles! But it might depend on what you’re used to.
Where can I get so many shadow paths? :o
I use both Kragers Shadows & light and the Forgotten Adventures Dungeondraft integrations. :D You can download Kragers on cartographyassets.com
@@fakefairytale05 thanks, I'll take a look o/
This is nice and all but its a lot of details for a map that people may spend like 20 to 30 minutes in it lol
That's a good point from a DM making a map for their players perspective. In that case, I wouldn't bother with much of the details myself either. However, as a map-maker who "sells" maps, I rather have a map close to perfect. :)
@@fakefairytale05 Ah yes as a map maker details is king.
Very hard to hear and understand what you're saying. :(
Sound at max, speakers at max, TH-cam at max and I still can't hear what you are saying.