As someone trying to DM for the first time (and looking into map makers to help me as much as the players) I think the amount of time it takes to prep at even the most basic level means anyone with complaints about map aesthetics will find themselves mysteriously cursed.
I'd also recommend giving objects a random rotation (even if it's just a small one) so that things like the woodgrain of your tables doesn't all point the same way - that looks really unnatural. Also, turn off snapping even when placing regularly shaped things like a row of chairs. In real life, it's super rare to find things that are all aligned perfectly, and your eyes pick up on that really quickly.
One simple trick that I always reccomend doing is to ALWAYS give a colored ambience filter to any map, BEFORE adding the lights. -if it is outside, then consider using an orange glow for mornings, a yellowish for noon, pinkish-red for sunsets and pale dark blues for nights. Use grays VERY sparingly, and only on foggy/cloudy/rainy environments. -If it is inside a structure that offers little to no light, then use a dark gray with a colored tint that reflects the light sources inside. For instance, if you have just a random dungeon that uses normal torches, then use a dark reddish-brown for the ambient filter. But if you are in like a "magical structure", like a ruined wizard's tower, then think which color you want the magical lights to be and then just use a very dark tone of that same color as an ambient filter
This is some great advice! When I was learning to draw from my grandfather he said light and shadow are the first things the eyes subconsciously notice. The lived-in feel is huge too.
as far as texture packs go, i heavily recommend Forgotten Adventures, there's a lot of high-res assets in there, and i have been using them for every single map i've made since i found out about them. they also have pre-made battlemaps ready to go for foundryvtt, with lighting and walls already set up also another note about shadows, they are also extremely important in showcasing depth when you're making a map that has multiple levels eg. a pit that eventually transitions into darkness, or a set of stairs to an upper level, which, without shadows, wouldn't be very clear whether or not its on the same level, above, or below.
Great points! Depth and perspective can be really hard to showcase, especially in a stamp-based program like dungeondraft, so shadow is one of the best ways to show it!
I'm not the biggest fan tbh. For some reason it reminds me of the "realistic" minecraft texture packs that used to be all the rage 10 years ago. I like the stylized stuff more, the default assets are also very "sketchy" so you can even make some assets of your own if you can get the right brush settings, which I think is awesome.
Awesome advice! Thank you very much! You've made me excited to make maps again! However, could you cover next how to furnish a room to make it an interesting battleground please? I still have difficulty with that. Thank you, keep up the great work!
Can I ask - can you combine different assets? Like the one you are / were using with the other you mentined with the original and have all the options there alltogether?
@@IcarusGames Awesome. Thank you so much! I am just going to pick some map makers and this one is between 2 I consider (the other is inkarnate). I will probably get both :D Anyway, your video was very helpful for the beginning!
@@vaclavnemec3435 both are good options! Dungeondraft is a one time payment but hasn't really had any updates in quite a while. Inkarnate is subscription based but gets new stuff basically every month. I'd at the very least try out the free version of Inkarnate because it won't cost you anything and you can get a feeling for it.
@@IcarusGames Trying a trial is a great tip. I am not sure, whether it matches with my spontaneous purchasing though 😂 Once I saw it, I want it (need it!!). With Dungeondraft I am more afraid of all this buying another packages of textures etc. Another search for sets Anyway, I am not going to make a normal D&D campaigns. I bought Dark souls TTRPG recently, so I hope I will be able to create darker exteriers and interiers there as well Maybe there will be some special set for horror like graphics
Do any of you know how to change the menu color in dungeondraft? I cant see any dark assets like shadows until im tring to use them and it really slows things down. Makes them basically useless for me which sucks because they look amazing.
This is a great idea if you hide something important in the scene and if the players don't see it then it is their fault. Otherwise, I think the detail is a waist of time, unless you have gobs of time to spend. Here is my take, make the plain map for figures to move around and then paint the picture with words, and stir there minds. No matter how nice you make a 2d map (or even 3d), it can not compare to the power of words.
I get where you're coming from, and don't wholly disagree that you shouldn't use maps to replace good description, but there's a couple of things I think make for an important counter-argument. 1. Especially in VTT play where a lot of people find it harder to be present in the moment than in-person anyway, better visual aids can help get the players involved in the session to a greater extent. It's not a magic bullet, but it helps. 2. For folks with aphantasia (the inability to form a mental picture), words/theatre of the mind will just NEVER be able to work as well for them as a map because they literally can't picture what you're describing in their mind. There's not a heap of study been done into this, but what has been suggests aphantasia is much more common in neurodivergent folks, who are more likely to struggle to concentrate or remain present for long periods of time, which makes it doubly useful to convey as much information visually as possible where you can.
For most of them, you subscribe to the patreon which allows you to download the asset packs, you only need to continue subscribing to get updates and new assets from then on. You'll keep what you download.
I really like using Forgotten Adventures, but even they have missed some items I would like to see elsewhere. For example, they only focus on fantasy maps. I also am looking to run a Star Wars game or a Cyberpunk Red game someday and while they have a few assets that can be used there....its just not nearly enough.
Oddly enough, I will (finally) be launching my own TH-cam channel in the next few weeks, where the focus is creating modern to futuristic battle maps, map assets and table top gaming content. Have worked as a concept and comic artist for Warner brothers for about 20 years… but have finally decided to throw my hand in to table top content creation. I prefer modern to futuristic games, and not many people seem to be covering that stuff… especially from a map point of view. Keep an eye out if you’re interested. :)
Yeah, for sure. That's why replacing the assets is only the first step. If you're not also adding light values and some texture it will still look flat (even if its better than before)
I'm looking to pick a map making program and dungeondraft seems like the popular choice, but I don't like the cartoony watercolor look of the maps. I appreciate this video and the tips you offer are solid, and I agree with you in that the black and white map you used for a model looks better than the initial output map with default assets. Unfortunately, I still didn't like the version with shadows and detail added. I'm not sure where I'll end up but I very much appreciate your time.
One of the benefits of Dungeondraft is you can import asset packs which can change the entire style of the maps. Another option to look at is Inkarnate, which is browser based and has a free version to try out.
This works for some of us but not all. I was doing that for a while but i find its not worth the added time i end up putting in with how often i make maps. If i was selling them that would be different though.
The actually TL;DR is the secret to great looking Dungeondraft maps is light, shadow, and texture, like I said in the video. 3rdparty assets will make your maps look better, but the principles of light, shadow, and texture will improve any map, even if you're using the base assets or not even using dungeondraft.
your new asset pack looks way worse, it only looks better with the improved lighting, which I feel like would look just as good with the regular assets if you added shadows
You have some spoiled players. Our GM puts us on grass, sets up visual blocks and says "Imagine you're in an inn"
Agreed. Its one thing to want a somewhat accurate representation of where you are, but to complain about the art style? Good grief...
He just needs more experience, words are much more powerful than an ai map maker
As someone trying to DM for the first time (and looking into map makers to help me as much as the players) I think the amount of time it takes to prep at even the most basic level means anyone with complaints about map aesthetics will find themselves mysteriously cursed.
I'd also recommend giving objects a random rotation (even if it's just a small one) so that things like the woodgrain of your tables doesn't all point the same way - that looks really unnatural. Also, turn off snapping even when placing regularly shaped things like a row of chairs. In real life, it's super rare to find things that are all aligned perfectly, and your eyes pick up on that really quickly.
Excellent tip!
One simple trick that I always reccomend doing is to ALWAYS give a colored ambience filter to any map, BEFORE adding the lights.
-if it is outside, then consider using an orange glow for mornings, a yellowish for noon, pinkish-red for sunsets and pale dark blues for nights. Use grays VERY sparingly, and only on foggy/cloudy/rainy environments.
-If it is inside a structure that offers little to no light, then use a dark gray with a colored tint that reflects the light sources inside.
For instance, if you have just a random dungeon that uses normal torches, then use a dark reddish-brown for the ambient filter.
But if you are in like a "magical structure", like a ruined wizard's tower, then think which color you want the magical lights to be and then just use a very dark tone of that same color as an ambient filter
This is some great advice! When I was learning to draw from my grandfather he said light and shadow are the first things the eyes subconsciously notice. The lived-in feel is huge too.
Exactly! Even a little attention paid to light and shadow can make a huge difference to the overall feel of a map!
as far as texture packs go, i heavily recommend Forgotten Adventures, there's a lot of high-res assets in there, and i have been using them for every single map i've made since i found out about them. they also have pre-made battlemaps ready to go for foundryvtt, with lighting and walls already set up
also another note about shadows, they are also extremely important in showcasing depth when you're making a map that has multiple levels eg. a pit that eventually transitions into darkness, or a set of stairs to an upper level, which, without shadows, wouldn't be very clear whether or not its on the same level, above, or below.
Great points! Depth and perspective can be really hard to showcase, especially in a stamp-based program like dungeondraft, so shadow is one of the best ways to show it!
I'm not the biggest fan tbh. For some reason it reminds me of the "realistic" minecraft texture packs that used to be all the rage 10 years ago. I like the stylized stuff more, the default assets are also very "sketchy" so you can even make some assets of your own if you can get the right brush settings, which I think is awesome.
Always nice to get good advice from someone who knows what they are doing. Thanks for sharing.
2:26 The dungeondraft one looks better. I love the style of the "dungeondraft maps"
Wow! I didn't expect how much better the last map looks compared to the standard ones. I guess I got to upgrade from whiteboard squiggly maps.
It does make a big improvement. It takes time though, so definitely not ideal for every single map.
Nice shoutout to Dyson Logos. He's AWESOME!
Tom Cartos also has a nice Dungeondraft Asset Pack, so does Caeora
Awesome advice! Thank you very much! You've made me excited to make maps again! However, could you cover next how to furnish a room to make it an interesting battleground please? I still have difficulty with that. Thank you, keep up the great work!
Well Done!
I hit the like button because you reminded me. Good work!
Hello, when I download the updated pack of this, I cannot import it into Dungeondraft. How do I do this?
Thank you for the informative video. I'm going to try some of these out.
Glad it was helpful!
Thanks for such a great breakdown on Dungeondraft! Do you have a custom asset pack for lights?
Fabulous! Love your content! You're the best! This is my obligatory content to improve your results in the TH-cam algorithm. :)
Thanks, I'm glad you enjoyed. Your service is appreciated :D
Aw Silly Monster Manual sounded great but the Kickstarter failed and I can't find it 😭
2 min cartographer is really good. I have a few of his assets.
I really like the final product! How can I have the same background of the detailed map? I can't find a terrarin like that
Great video- thanks!
Glad you liked it!
Can I ask - can you combine different assets? Like the one you are / were using with the other you mentined with the original and have all the options there alltogether?
Yep, you can have multiple asset styles combined together!
@@IcarusGames Awesome. Thank you so much! I am just going to pick some map makers and this one is between 2 I consider (the other is inkarnate). I will probably get both :D
Anyway, your video was very helpful for the beginning!
@@vaclavnemec3435 both are good options! Dungeondraft is a one time payment but hasn't really had any updates in quite a while. Inkarnate is subscription based but gets new stuff basically every month.
I'd at the very least try out the free version of Inkarnate because it won't cost you anything and you can get a feeling for it.
@@IcarusGames Trying a trial is a great tip. I am not sure, whether it matches with my spontaneous purchasing though 😂 Once I saw it, I want it (need it!!).
With Dungeondraft I am more afraid of all this buying another packages of textures etc. Another search for sets
Anyway, I am not going to make a normal D&D campaigns. I bought Dark souls TTRPG recently, so I hope I will be able to create darker exteriers and interiers there as well
Maybe there will be some special set for horror like graphics
How well does this project on a tv?
Do any of you know how to change the menu color in dungeondraft? I cant see any dark assets like shadows until im tring to use them and it really slows things down. Makes them basically useless for me which sucks because they look amazing.
I don't know of any way! It is a pain to try and find the shadows for sure!
Dang. Im sure ill just get used to it haha. Thanks for such a quick response
I truly wish I could understand how to import maps and assets from 2MTT
I can never get the assets to replace correctly
This is a great idea if you hide something important in the scene and if the players don't see it then it is their fault.
Otherwise, I think the detail is a waist of time, unless you have gobs of time to spend.
Here is my take, make the plain map for figures to move around and then paint the picture with words, and stir there minds.
No matter how nice you make a 2d map (or even 3d), it can not compare to the power of words.
I get where you're coming from, and don't wholly disagree that you shouldn't use maps to replace good description, but there's a couple of things I think make for an important counter-argument.
1. Especially in VTT play where a lot of people find it harder to be present in the moment than in-person anyway, better visual aids can help get the players involved in the session to a greater extent. It's not a magic bullet, but it helps.
2. For folks with aphantasia (the inability to form a mental picture), words/theatre of the mind will just NEVER be able to work as well for them as a map because they literally can't picture what you're describing in their mind. There's not a heap of study been done into this, but what has been suggests aphantasia is much more common in neurodivergent folks, who are more likely to struggle to concentrate or remain present for long periods of time, which makes it doubly useful to convey as much information visually as possible where you can.
Are the dungeon draft patreons a one time subscription or do you only have access to them while you're currently supporting them?
For most of them, you subscribe to the patreon which allows you to download the asset packs, you only need to continue subscribing to get updates and new assets from then on. You'll keep what you download.
I really like using Forgotten Adventures, but even they have missed some items I would like to see elsewhere. For example, they only focus on fantasy maps. I also am looking to run a Star Wars game or a Cyberpunk Red game someday and while they have a few assets that can be used there....its just not nearly enough.
You should check out HellScape assets, they do scifi packs that work really well with FA assets.
@@mattmagnell2312 Thanks very much! I found them on the Foundry hub thanks to your recommendation.
Oddly enough, I will (finally) be launching my own TH-cam channel in the next few weeks, where the focus is creating modern to futuristic battle maps, map assets and table top gaming content.
Have worked as a concept and comic artist for Warner brothers for about 20 years… but have finally decided to throw my hand in to table top content creation. I prefer modern to futuristic games, and not many people seem to be covering that stuff… especially from a map point of view.
Keep an eye out if you’re interested. :)
@@neilgooge right on i look forward to it
In the other hand there are maps that SCREAM "a forgotten adventures Map!"
Yeah, for sure. That's why replacing the assets is only the first step. If you're not also adding light values and some texture it will still look flat (even if its better than before)
I'm looking to pick a map making program and dungeondraft seems like the popular choice, but I don't like the cartoony watercolor look of the maps.
I appreciate this video and the tips you offer are solid, and I agree with you in that the black and white map you used for a model looks better than the initial output map with default assets. Unfortunately, I still didn't like the version with shadows and detail added. I'm not sure where I'll end up but I very much appreciate your time.
One of the benefits of Dungeondraft is you can import asset packs which can change the entire style of the maps.
Another option to look at is Inkarnate, which is browser based and has a free version to try out.
Is there a way to use dungeondraft with an apple pen or a wacom tablet? It seems to lend itself to a pencil input.
I believe you can use a pen tablet with it, yes.
Is that shadow you're putting there from some custom asset?
Yeah, it's from Krager's shadow pack, the link is in the video description.
Does Dungeondraft have some morden assets? I want to make a modern day map.
I'm real late to reply but it has lots of mods now, there basically isn't anything you can't do in it
Forgotten adventures assets are great super worth the $3 (I think) payment
amazing
I stopped using map editors, bought a tablet, switched to Photoshop. More control, more options.
This works for some of us but not all. I was doing that for a while but i find its not worth the added time i end up putting in with how often i make maps. If i was selling them that would be different though.
My only problem with these is not being able to show 3 dimensions, I try but it never comes out right :(
I'd check out Dungeon Alchemist if you're looking for something that shows a more 3D look. It looks really good!
am new using there soft where can show how add the I HAVE No idea what am doing!...
I am not sure if you are not a native English speaker but it is really unclear what you are asking.
TL; DR: The secret to great looking Dungeondraft maps is to install 3rd-party assets. But he doesn't show how to do that.
The actually TL;DR is the secret to great looking Dungeondraft maps is light, shadow, and texture, like I said in the video. 3rdparty assets will make your maps look better, but the principles of light, shadow, and texture will improve any map, even if you're using the base assets or not even using dungeondraft.
How do you add 3p stuff to dungeon draft tho? @@IcarusGames
your new asset pack looks way worse, it only looks better with the improved lighting, which I feel like would look just as good with the regular assets if you added shadows
They aren't my assets, I didn't make any of them. But the visuals are all subjective, use whichever assets look best to you!