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fallen knight Hero


Joined: 02/17/2004 Location: United States Posts: 241
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| Posted: 04/29/2006 at 8:54pm | IP Logged
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Hi, I'm looking for ways to create a depth feel to maps.
in rooms, outside, steps, etc...
I'm trying but sometimes they just don't look right.
also making objects with transpartent around it..
I just don't get it...
any help would be most welcome....
__________________ That's the plan...
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Halebop Legend


Joined: 06/07/2004 Location: New Zealand Posts: 3688
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| Posted: 04/29/2006 at 10:55pm | IP Logged
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Semi transparent "shadow" objects are by far the easiest way to add depth.
For outdoor maps hill and depression shadows work well. They also help conceal the repetitiveness of some tilesets.
Shadows under the edge of wall textures add character and depth. Also very useful if you want to switch the DJ wall shadow off for any reason ...I often find them too dark and sometimes to restrictive because they follow a strictly interpreted formula - hence my desire to manually place shadows under walls.
Steps are reasonably easy to emulate and there are numerous complete steps or "buildable" pieces available for download. Use snap to grid and learn how to move objects one pixel at a time too.
Shadow overlay objects are also useful if you want to use the same floor or wall texture for a different purpose. A stair overlay is an obvious example but similarly you can use properly shaped shadows to emulate pillars, cliffs, river banks, grass verges - basically anything that either sticks out or depresses in.
Use search and your imagination. There are hundreds of shadow objects in the forums...
Hill Overlays
Steps
Generic Shadows & Stairs
More Stairs
Circular Stairs
Wall Shadows
Pits
Erosion
Amphitheater
Holes
Depressions, Scorches
Ramps
Night and Light
Night
Ambience
Cliffs
__________________ Battlegrounds RPG : System agnostic virtual tabletop.
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Halebop Legend


Joined: 06/07/2004 Location: New Zealand Posts: 3688
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| Posted: 04/29/2006 at 10:57pm | IP Logged
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...another simple technique is to layer objects. If you have a table and chair, stick the chair partially under the table. If you have a tree, place something so it is partially obscured by the tree.
__________________ Battlegrounds RPG : System agnostic virtual tabletop.
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Kepli Djinni (Admin)


Joined: 01/04/2005 Location: Netherlands Posts: 16797
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| Posted: 04/30/2006 at 2:11am | IP Logged
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Nice selection Hale ...
(hmm, maybe this should become a sticky )
A few more:
Holes
Coloured Cliffs
Grass Edges
Ridges
Waterwaves
Somehow I cannot find these on the board:
Edited by Kepli on 04/30/2006 at 2:12am
__________________ You can never have enough vines - Vines are good - Vines help you - Vines are cool ...
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Halebop Legend


Joined: 06/07/2004 Location: New Zealand Posts: 3688
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| Posted: 04/30/2006 at 4:19am | IP Logged
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Also if using a transparent water overlay texture, place objects so the are submerged or edit them to be semi submerged.
__________________ Battlegrounds RPG : System agnostic virtual tabletop.
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fallen knight Hero


Joined: 02/17/2004 Location: United States Posts: 241
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| Posted: 05/01/2006 at 8:12pm | IP Logged
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Thank you all...
I've downloaded most of these..
I'll start making something.....
post it when I can....
__________________ That's the plan...
Unless its wrong,
Then its YOUR plan....
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benwax Legend


Joined: 12/11/2004 Location: United States Posts: 2406
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| Posted: 05/01/2006 at 9:02pm | IP Logged
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Hey Fallen,
Another thing to remember is that simple things can be your friend. I have gotten UNGODLY use out of this simple shadow. I can scale it up or down, use it in corners, behind objects to create shadows, etc, etc...
Simple, yet elegant. I've used it in every map I've ever made.
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Kepli Djinni (Admin)


Joined: 01/04/2005 Location: Netherlands Posts: 16797
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| Posted: 05/02/2006 at 12:17am | IP Logged
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Ah yes ... forgot that famous shadow blob ...
I also use it on almost every map I made. If I don't, I simply forgot it was there. Thanks for reminding me again Ben
__________________ You can never have enough vines - Vines are good - Vines help you - Vines are cool ...
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