Following the Live Mapping: Repeating Textures session, recently presented by Ralf Schemmann, I will be writing a short series of blogs, or a series of short blogs, illustrating how I go about generating my own seamless tiles. My methods are similar to those described by Ralf in the Live Mapping session, but I thought you might like to know a bit more about the workflow I use.
In this first blog I will be covering how I make seamless textures in CC3 using the available symbols from a chosen style. This is one of the quickest ways to make a new seamless tile since it involves no drawing or any kind of work in any app other than CC3.
To make things even easier I have made a new template, which you can download from the link below and place in your C:\ProgramData\Profantasy\CC3Plus\Templates\Other folder:
This is a very simple template, consisting of a black square on the BACKGROUND sheet, and the frozen MAP BORDER layer. This black square is where you will be making your new seamless tile and will automatically define the extent of the export when it is time to export your new tile.
There is a series of red lines on a sheet and layer that are both called CROP MARKS. These are also frozen so that you don’t end up picking them at any point and moving them around. They are helpful guides intended to show you the extent of the tile you are making once the black square is all but covered in symbols.
The template is loosely based on the Mike Schley Overland style, and is designed to generate tiles that are 1000 px x 1000 px, but it can be used to generate symbol tiles in any style if you locate the relevant symbol catalogue by browsing the directory and adjust the export size.
For this example I will use the MS overland trees to create a seamless tile that I can use in conjunction with the published tree fills that come with the style. This will help to break up any unwanted tile patterns caused by mapping extensive areas of unbroken forest using only the published tree fills.
The first step is to pick the set of symbols you want to use, and start pasting them all over the black square at the default symbol size (usually 1) until there is no more black to be seen between the symbols. Don’t worry about pasting them so that they are in the correct order. Just cover the black square.
Use Symbols-Sort Symbols In Map , right click in the view window and pick All, then press D for do it.
Now to move this block of trees and copy it so that we move the edges to the centre, just as Ralf did with his sand texture in the Live Mapping session referenced at the top of this blog.
Turn the SNAP and GRID buttons on and make sure you have the 50 mile, 2 snap grid selected when you right click the GRID button.
Pick the Move tool and select all the trees with a box selection and press D for do it. Then pick the trees at the central snap point and move that point to one of the four corners. It doesn’t matter which one, as long as you snap the central point to one of the corners, like this.
Using the Copy tool, copy and paste this block of trees 3 times from this corner to all the other corners.
Once you have done this sort the symbols again as above, and hopefully you will have something that looks a bit like this
Now for the magical part.
File-Save as… Pick the PNG Bitmap file option in the Save as type: box, and open the Options dialog. The template you are using has been set up to generate 1000 x 1000 pixel sized tiles, so set the height and width of the export to 1000 x 1000. Make sure the checkboxes are ticked as shown, and CC3 will automatically export just the area covered by the black square, and no more or less than that.
I exported my example fill to a subfolder within the Bitmaps\Tiles folder. I called my personal folder User, but you can call yours whatever you like. It’s yours.
Ralf covered how to import your new fills in the Live Mapping session linked to at the top of this article, so I won’t make this article any longer than it needs to be by repeating it again right here.
This is the result of importing my new fill and drawing my first polygon with it. Remember that I said the template is designed to give you a tile that is 1000 x 1000 map units? Combine this information with the fact that symbols and fills are ideally imported to overland maps at a resolution of 20 pixels per map unit, and you get a scale of 50 map units to set for your new fill. this should perfectly match the scale of the original symbols you used to create the fill in the first place.
When you have had a practice using just one random collection, try mixing collections, or even using a background texture and spacing out your trees. You can also do this with other symbols, so you could try hills or mountains
Comments Off on Generating Seamless Tiles Part 1 – Making seamless tiles in Campaign Cartographer
We continue with our free monthly content for Campaign Cartographer 3+. This month Mike Schley added the results of all the wars between the Orcs and the Elves to his overland style: Once lively, now abandoned cities, towns and villages, destroyed keeps, cursed crossroads and haunted graveyards can now adorn your maps.
To download the free content go to your registration page and on the Downloads tab, click the download button for Campaign Cartographer 3 Plus. Mike’s new symbols are the last link in the list (see image on the right). All the content so far is included in the one download.
You can always check the available monthly content on our dedicated page.
Comments Off on Free Monthly Content: Abandoned Places by Mike Schley
As promised we are continuing with our free monthly content for Campaign Cartographer 3+. This month Mike Schley added the ancient foes of June’s elves to his overland style: the Orcs. From sprawling orcish cities, via towns and castles, down to villages, camps and even a necropolis, you can now populate your map with their settlements.
To download the free content, go to your registration page and on the Downloads tab, click the download button for Campaign Cartographer 3 Plus. Mike’s new symbols are the last link in the list (see image on the right). Both June and July content is included in the one download.
You can always check the available monthly content on our dedicated page.
Comments Off on Free Monthly Content: Orcish Settlements by Mike Schley
Jason Payne from the CC3+ community has documented the overland mapping for his Realm of Aquilae fantasy setting in a terrain mapping guide, which you can get as a “pay what you like” product on DriveThruPG.com. It can be a useful resource for anyone creating their own terrain setup in CC3+. Check it out!
Comments Off on Realm of Aquilae Mapping Guide (by Jason Payne)
In my latest live stream, I did use the RGB Matrix Process effect quite a lot for changing the colors of fills ans symbols. I this article, I’ll dive a bit more into this effect and describe it in a bit more detail.
The effect itself is just a basic color-replacement effect, but all those text fields with numbers can look quite a bit daunting when you open it up for the first time, but you can use it to make some nice results. You can see some examples in this older blog article where I also touch briefly on this effect, but today I’m going to explain it in a bit more detail.
The community atlas is almost at it’s 500th map, and will also be 4 years old this February.
For this occasion, we are having a mapping competition with the chance to win some nice voucher to use on ProFantasy products.
You can read all the details about the competition in this forum post, but the main idea is to create a dungeon with either a ice and/or fire theme.
There will be prizes for best map, and also a prize drawn at random from the submitted maps for the 500th map.
This contest is intended for every CC3+ user, no matter their skill level. Don’t hesitate to join even if you don’t feel your artistic skill can compete with the best. Even if you don’t win any of the prizes for best map, there is also the random draw which anyone could win.
The contest will be running until the end of February. Please head over to the forum post to check the exact details, ask any questions you might have, and have a look at the two maps already submitted.
Please, join in on the competition. It is great fun participating, no matter your skill level, and it is a great opportunity to challenge yourself, maybe do something different than your usual fare. And the more people who participates, the better the contest becomes.
In CC3+, each template is designed for a single style, which comes with it’s own symbols, fills and tools, while the resources belonging to other styles are not directly visible in the GUI.
This is intended behavior, because it puts the chosen style in focus. You know that all the elements you are being offered are designed to work with that style and fit with the visual design of the style. This behavior is both a blessing and a curse. Keeping the focus on the style is good. If you own everything, you’ll have about 40.000 different raster symbols (and a lot of vector symbols too, but I don’t have the count), you really don’t want to filter through all of these all the time when working on your map to find the ones matching your current map style, that’s just hugely impractical. But every now and then you want to be able to mix map styles, and you know of a couple of styles that work very well together. How can you easily access all the symbols from these styles?
So, here you are, having just prepared the main location for tonight’s adventure. But then it dawns on you, you have no idea when players will actually visit this location. They may even drop by multiple times.
Well, today we’ll be having a look into how to set up effects to it is easy to switch between day and night views of the same map. In the day scene, we will be using regular wall shadow effects to have the buildings and symbols cast shadows, while the night seen will use the point light system in CC3+ to have light sources in the scene that causes the symbols to cast shadows. We will be using this to show how symbols around a fire casts shadows away from the fire, and how we can have lights coming from the windows.
Perspectives 3 is a great add-on. It can be really rewarding to see your building appear in all it’s 3-dimensional glory.
There are some interesting challenges when mapping in the isometric view offered by Perspectives 3 however, and that is based on the fact that while the drawing might look 3-dimensional, it is actually still a flat surface. What Perspective does is to use angles in such a way as to make things appear 3-dimensional when it is not. As long as we can use the premade tools, we don’t have to worry too much about this, but these tools have their limits. For example, they are great for creating a house with, but there aren’t any easy tool to draw a ruined, crumbling wall. And it is a this point we need to start drawing some elements ourselves, and that can get a bit tricky when working in the isometric perspective.
In this article, I’ll discuss how to draw various elements to make a convincing ruin. It is based on the keep I made in this thread.