Cleaning an old book

book 01
The last couple of weeks I’ve found out that the British library have started to share scans of old manuscripts. First of all this is great from a historical point of view, but secondly it is a gold mine for me as a cartographer. A lot of those scans are absolutely perfect to use as backgrounds for maps. And they are all free to use.

However all of the pages are covered with more or less areas of text. So to be able to use them as a background for a map I first had to clean the book pages so that they appeared to be blank.

I located a scan that wasn’t too covered in text (see picture at the top of this post), so I could start cleaning it. The easiest way of removing the text is to use the patch tool in Photoshop.

To do that, do as follows. First open your picture of the scan and select the patch tool. With the Patch tool you mark out an area with text, not too big. Find a place on the page where there is no text and drag the selection you just made with the patch tool to the empty area and release the left mouse button. The area with the text will now be blank. Continue in this way until the whole page is blank.

The end result will look like the picture below.
book 01 cleaned

Now when you have one side of the book you might also want two sides next to each other, so it looks like an open book. To do this you extend the canvas (image\Canvas size) so it is twice as wide as before. Then copy the layer with the book page and flip the new page horizontally (Edit\Transform\Flip horizontal). Then it is just a matter of making the two pages fit next to each other. It can be a bit fiddly and you have to erase some areas. When you are satisfied with the result just flatten the image. If some areas still look strange or if the pages look too similar next to each other, just use the patch tool again to remove those areas.

When the pages are done it will look something like the picture below.
book 01 cleaned full

Feel free to use the images attached in this post however you wish, after all they are not really mine. Or head over to the British library and get some scans of your own.

Stealing is good!

When you make a map one of the hardest, and most important things, is to get a good coastline. If the coastline isn’t believable the map wont be that either. So how do you get a good coastline. I know for sure that it is hard because this is one of the things I’ve been struggling a lot with since I started to make maps.

Well not anymore, not since I started to steal them. I mean why should I create something that I can steal? Now you might start to consider my moral judgement here, I mean you are not supposed to steal, right? But when it comes to the coastline I think we can make an exception. Of course you don’t do it from other peoples work you do it from maps of the earth.

Earth has so many coastlines and I can assure you that no one will ever see that you stole it in the first place. Just stealing a part of earth, lets say the coastline of Denmark wont work, because then everyone will recognise it, and  the magic of the map will disappear, it will just be an alternative map of Denmark and not your new fancy fantasy region.

To avoid getting caught, getting caught is bad due to the reason mentioned above, this is how I do it.

First of all I’m deciding on what type of map I want to do, for this little tutorial I’ll make a map of a coastal area with some Islands. Lets continue using Denmark as an example, the country has some really nice looking coastal areas that can be used.

Zoom in a bit on the map, I’m typically using Google maps for this, and start looking for some nice areas. When you find one make a screen capture of it and paste it in a new document in Photoshop. Continue in this way until you have a couple of different regions. Cut away all the uninteresting bits, the bits you don’t want to use. Paste all the parts you are going to use into a new document. In the picture below you can see the four different regions I’ve picked for my map.

picture01

Now when you have all your pieces in the same file it is time to arrange them together. Do this by rotating them, flipping them and so on until you get a structure that you like. At this stage you might also find out that you need an extra piece or that you have one that don’t work. I for example felt that I needed one more piece of coastline to get it right, so I stole another part of Denmark and added it in. When you are done you will have something that looks like the picture below.

picture02

Now it is time for the next step in the process, drawing.The first thing to do is to merge all the layers with maps from Google earth, then I change the opacity of the layer to 50%. Add a new layer and select the brush tool. Now it is time to sketch the actual coastline, I usually do this with a blue colour, that will make it easier to draw in the lines for real later, in black.

I try to just follow the coastline that I see in the merged map pictures, sometimes I do some small free hand changes, but most of the time I follow the real coast line. When you are done it is always good to hide the Google maps layer and look at the coast line you just made. Sometimes you now see things that looks strange, erase those and draw some new lines. I also like to add a pale blue colour to the sea/ocean, so I clearly can see what is land and what is sea in the map. Below you can see my coast line.

picture03

Well that is about it. Now it is time to maybe add in some mountains, rivers, forest, cities or what ever you want to fill your world with. When the sketch is done just select the brush you want, change colour to black and start drawing on a new layer.

Making a border to your map

After my post of the Halle map I’ve got a couple of questions on how I make the borders on my maps. So I thought I could make a quick tutorial for those interested. This is probably just one way of doing it but it works for me, and hopefully it will work for you too.

I’ve used photoshop while writing this tutorial but it will probably work with other advanced photo editing programs as well. The tutorial also assumes that you know the basics of Photoshop. At least that will make it much easier to follow.

First of all you need to create a new image, I made one that is 120×220 pixels big. Create a new layer in the image and make sure you have it selected. Select all (ctrl+a) and chose Edit/Stroke. In the new window put in the value 25 pixels and select ok.
You will now have a picture that looks like the one below.
border 01
Select the Crop tool (C) and select the image below the upper and lower black border. So that when you crop the picture you shall end up with a picture with only black borders on the sides.
border 02
Now it is time to draw the pattern. This step is much easier if you have a Wacom pen instead of a mouse. It will give a better precision. You can still use a mouse but the work will probably take longer and be much harder.
Select the Brush tool (B) and make the size of the brush something around 15 pixels wide. Create a new layer and start drawing. Make sure that you don’t draw at the top or the bottom of the image (marked red in the picture below).
border 03
When you are done merge the two layers that include the border and the newly drawn pattern. When this is done make sure you have the layer selected and click Filter/Other/Offset. A window like the one below shows up.
border 04
Put in the same settings as in the picture. This will move your pattern so that the top and bottom (the parts that in the earlier picture were red) now are in the middle if the picture. Continue drawing in the middle of the picture and apply the offset filter. Continue this way until you are satisfied with the pattern. When you are done you will have a tile that is seamless at the top and bottom.
border 05
Now it is time to open a good paper texture (try a google search if you don’t have any) and copy the pattern layer to the paper picture.
border 06
Copy the pattern layer and place it below the first one. Then merge the two layers and copy it again. Continue in this way to build up the base for your border. When you are done it will look as in the picture below.
border 07
Now copy the border three times and move those copies to the other sides of the picture. Then merge the now four layers.

As you can see the corners aren’t really looking good. So now we have to make some corner tiles that we can use. Start by choosing the Rectangular Marquee tool (M) and mark one of the corners as below.
border 08
Now make sure that the paper texture layer is selected and choose copy (Ctrl+c) and then paste. You will now have a nice paper textured corner.

Move the layer to the top of your image. Now make a smaller rectangular selection in the corner and click Layer/Inverse and then click Image/adjustments/Curves.
border 09
Now make the outer part of your corner darker by dragging the line in the new window downwards. When you are pleased with the result press ok. Copy the layer three times and place one corner tile in every corner.
border 10
Now it is time to make the rest of the border look nice. Press the Ctrl key and click on the border pattern layer in the layer window. In this way you will select all the black in the pattern layer. Keep the selection and mark the paper texture layer and click copy (Ctrl+c). Paste the copied selection in a new layer and do the same procedure as with the corners to darken the border.
border 11
Well that is about it. You now have a border that you can use in your maps.

One last piece of advice though is that this is just a quick guide how to do this. Experiment while following the tutorial and you will probably find ways that will feel both easier and more natural to you.

Making a Compass rose in Artrage

compass rose

The other day I decided to upgrade my version of Artrage from 3.5 to the new 4.0. One of the new features in the program is that you can draw in symmetry, or as it is called in Artrage Paint symmetry.

First when I bought the program I didn’t think much of this feature but after some testing I’ve realized that it really has some great potential. For example I started to experiment doing compass roses, and to my surprise the symmetry paint feature is a big help.

Here is a quick tutorial on how to make a compass rose as the one in the picture at the top of this post.

First of all start up Artrage and click Tools-Paint Symetry-Paint Symmetry, as in the picture below.

Artrage01
This will give you the default symmetry where the picture is divided into four squares. This means that if you draw something in one square the stroke will be repeated in the three others. If you like to have a compass rose that only shows N,S,E and W this will do fine. If you however also want the rose to include NE,SE,NW and SW you have to increase the symmetry segments to eight instead of four.

To do this you do the following. Point with mouse at the circle in the middle of the picture and click with the left mouse button. This will open up a new menu as seen in the picture below. Select Set number of Segments and put in the number you like, the maximum number of segments are twelve, but in this case we only use eight.

Artrage02
The work area will now look like in the picture below and it is time to start drawing. At first do some test strokes that you later delete so you understand the logic behind the symmetry, it’s not that complicated. Making a compass rose shouldn’t be too hard, making a good looking one might be a bit trickier.

Artrage03

I can see a lot of things where the symmetry feature can come into good use. Like when you do simple icons for cities or towns for your map, or making intricate borders. Well I think I have some more experimenting to do 🙂

Catacombs of evil – a short DD3 tutorial

I really wish I had more time to do dungeon maps. But for some reason it seems that I always end up doing overland or city maps. Don’t take me wrong, I really love doing those maps but i just wish I had more time for dungeons as well.

Mostly when I make dungeon maps I use Dungeon designer 3 (DD3) from Profantasy. The advantage of the program is that it let you create a map very quickly. You can of course spend millions of hours on details in the maps but if you just need a quick map for an evenings game DD3 will let you make that.

Whenever I make a dungeon I usually try to make a quick sketch on paper. This will make  it easier when you start working on the map in DD3. In DD3 I usually start with putting out the floors for the rooms, when those are in place I start to make all the floors for the corridors. If you don’t have a sketch to use as a blueprint this work will be much harder.

When all the floors are in place it is time to place all the walls. You might wonder why I don’t use the room tools in the program, where you place floor and walls at the same time? Well the problem with that approach is that you have to do a lot of cutting in the walls to get all the doors in, or just to open up for the corridors. When I started to use DD3 this was the approach I used but after a couple of maps I changed the working process to first place the floors. And in my opinion that works much better.

When all rooms and floors are done it is time to add in some details. I always start with doors, then I place tabels, traps, torches, blood stains etc. This last step can take everything from an hour to four, five hours. It all depends on what you need the map for, an evenings game with some fiends or to publish in an adventure.

The map below, Catacombs of evil, was a test map I made when I first purchased DD3. It is made in Jon Roberts great style, that is free to download from here. When I made the map i pictured an evil cult hiding in the catacombs under a temple where they worshiped some demon. The adventurers mission would be to find the cult, free the prisoners and kill the demon.

The map is completely made in DD3, apart from labeling and the red light effects in room 8 that are made in Photoshop.

Overland mapping part 2

Finally here is the second part in my overland mapping tutorial. If you want to read the first part before continuing you can find it here. As usual this is my view of mapping and you might agree to it all or just parts of it. The important thing to remember is that this is one view of mapping, and not the only one.

Ok back to the map. We have some landmass, islands and seas so what’s next. At this stage I always try to place mountains and hills. If you desire you can try to work out where you would have tectonic plates and from that information decide where to put the mountains. I never do that, I’m more going for the “if it looks good it looks correct” path here.

First of all I often try to use my mountains to divide the landmass into different areas. It is an easy way of making natural borders in the map that you later can use when it is time to decide where to put the borders between different countries.

Secondly I try to make my mountain chains curved. If you make them straight the map will, in my opinion, look a bit stiff, which will give you a less good looking end result. When I say curved I don’t mean that they should look like circles. Curved mountain chains will give more life to the map, it will get more fun to look at.

Also try to break up the mountain chains at some points. It will give you some interesting valleys and passes that can trigger the beholders imagination in a good way. Is there really a more interesting place for a campaign then a mountain valley full of orcs or strange creatures, maybe a deserted watch tower or an old haunted burial ground.

Around the mountains I place some hills to make the transition from mountain to field look more natural. A good idea might also be to put some hills between two mountain areas that are quite close to each other. It will connect them in a nice way.

When you’re done with your mountains it is time to start on the rivers. The basics when it comes to rivers are that they flow from high ground downwards, they don’t split downwards, but they can have more than one starting point. Usually they also try to get to the sea the shortest downhill way. If you try to follow those two rules the rivers will look more naturally.

Another thing to think of is that the straighter the river is the faster the flow of the river will be. Most rivers tend to be straighter and faster in the beginning and closer to the sea they usually will slow down, which means more curves. When I put rivers in my maps I tend to do them quite curvy. It will usually look better, straight rivers just don’t get the right feeling, at least that’s my opinion.

Overland mapping part 1

So far on the blog I’ve mostly written tutorials regarding towns and cities so I thought it was time to change the focus for a while and do one on overland mapping. This will be more of an overview tutorial on how I think and plan when I make a map, so it won’t be very technical. This means that you can use this tutorial regardless what program you use when you map, even though I in the tutorial will use a map made in CC3 as a reference and example.

The first thing to take into account when you start an overland map is the landmass. How much of the map will be water and how much will be actual land? This is probably the most important step in your map because it will set the boundaries for what the end result will be. So already here I’m having a quite clear view of where I want to go with the map, shall the map be land based, island based or something in between.

Below you see my map “Sagorike”, that I’m using as an example in this tutorial, with only the landmass viewable. I’ve also written some things in the map that I had in mind while drawing.A good thing to do before starting on your landmass is to look at the real world (Google earth is great for this). If you want a lot of fjords, have a look at Norway, Island based, look at area outside Stockholm for example, and so on. It is always good to find inspiration in the real world. It will make your map look more believable, and believable maps tend to look good.

However when I make maps of worlds the most important thing for me is that they look good and in some part convincing. It doesn’t matter if the world doesn’t work geologically or physically, as long as it looks convincing. To make it look convincing you have to get the things right that the majority of people can spot, like rivers, they will NEVER split downwards, lakes, there is always only ONE outflow, or deserts, make sure that you place them in a way that it looks probable that no rain will get there, and so on. If those small details are correct it is more likely that the viewer will believe in the whole map, regardless if everything in it is possible according to our physical laws or not.

That is all for now, in the next post we will start by placing the mountains in the map.

Making a City part 5

Now it is time to leave CC3 behind and start to do some Colour correction in Photoshop. CC3 has a lot of advantages when it comes to making city maps. It is easy to use and you can quickly come up with a very good looking city map. One of the drawbacks however, in my opinion, is that the colour palette used in the included styles are a bit too bright. That is something I usually change by opening up the finished map in Photoshop and applying some filters and effects.

This guide is not meant to be cut in stone, it’s more a way to show you how it can be done. You can pick bits and pieces from here and add to your maps. You might feel that some steps are unnecessary or that some are missing. See it more as an inspirational guide.

As you can see in the picture above I’ve added eleven layers to the map to get the look and feeling I’m after. First of all I add the layers I’ve marked as 1 and 2. They are for a start purely copies of the background image.

1. On the first layer I apply the Pixel bender filter’s oil paint effect. Pixel bender is a free addon from Adobe that let you apply different effects by using the GPU on your graphics card. This makes it possible to do some really great stuff. With the oil filter the best way of working is just testing your way through the different settings. Don’t worry if the effect comes out a bit strong. You can reduce it later by lowering the opacity of the layer.

2. The oil paint filter has a tendency to blur the image a bit, and we want our map to be clear and sharp. To achieve this I apply the Other/High Pass filter in Photoshop to the second layer. This will make the layer grey and the details light up a bit. You’re looking for a bit of a neon feeling in the picture here. When you have applied the filter change the layer setting from Normal to Overlay. This will sharpen the details in the image that got blurred in the earlier step. Again if you feel that the effect is a bit too strong just lower the opacity of the layer.

3. Now we have a nice and sharp map with a oil paint feeling but we do need some texture to make it look more genuine. For this I’m adding a texture that I’ve downloaded from the Cartographers Guild’s forum. Set the layer of the texture to Multiply. This will darken the image a lot, but don’t worry we fix this in the next step.

4-5. Time to fix the lighting in the map. At the moment the map is way too dark. To change this I add two adjustment layers/Curves. The first one (the fifth layer in the picture just to complicate things) I use to lighten up the whole map. The second one (the fourth layer) is used to darken the waters. Here I’m using the layer mask to apply the effect only to the water areas.

6. Now it is time to reduce the colours of the map to avoid the cartoonish feeling it has at the moment. For this I’m adding a new Adjustment layer/Gradient map that will turn the image into a black and white. I change the opacity setting to 50%. This will let the colours bleed through the layer but the colours will be reduced. You have to try how much you want to reduce the opacity. It depends a bit on what end result you’re after.

7. Next layer is also an Adjustment layer, levels. As you can see I’m very fond of adjustment layers. The big reason for this is that you can easily go back and change the settings or even remove the layer completely if you’re not satisfied with the result.

As you can see in the picture above what I do is that I move the white and black arrow into the middle on the graph. This will clear up the picture a bit. Be a bit careful with the settings here or you will over expose the picture which means that you will lose details.

8. Next step is to add some shadows to the forest and land. Add a new layer and fill it with 50% grey. Change the layer settings to Overlay. This will make the grey colour to disappear. Now you select the Burn tool and change the exposure to 15% and start to draw. As you will see youre now creating shadows in the map. I’m using this to make the forest a bit more interesting and alive and to add hills.

9-10. Now we’re nearly done, but the map is at the moment a bit blue (or at least mine is) and I want to change this. To fix this I’m adding yet another adjustment layer, Colour balance. In here you can increase or decrease the colours of the picture, or more correctly if you increase Red you’re decreasing Cyan and so on. When I’m done with the layer I’m still not fully satisfied so I’m adding the adjustment layer/Hue and saturation to the map to decrease the colour a bit more.

11. This layer just includes the black frame around the map.

Well that’s about it. The map is done, except labeling, and we now have a map that in my opinion has a much more appealing atmosphear than the one that comes straight from CD3. Below you can see the differense in the map before and after I’ve edited it in Photoshop.

Making a City part 4

In this post we will create the outskirts of the city, farmlands and the ruins. First of all you have to decide what parts of the city that will be farmland and what part will be ruins. In this map I wanted to create the feeling that the city is situated in the middle of an old ruined city. The two closest islands to the east and west of the city will consist of farmland. Those areas are close to the city and will be easy to protect as well. On the north part of the western island you can also see that a part of the old city wall has been taken into use again, to protect the city from whatever hides outside.

When I create farmland I always start by putting in all the roads and houses. Usually you will have a cluster of houses just outside the city gates, the further away you get from the gates the more space you will have between houses. I then select the city hedge drawing tools and start to mark out the area where the fields will be. I’m actually using the same technique here as I do when I’m making smaller towns. For a more thorough explanation on how I draw the fields see my Mapping a small town part 4 post from January this year.

When I’m done with all the fields the map looks like the picture below, so still some ruins to put in.

To complete the fields in the map I also export a map from CD3 where all the land is yellow. In this way I can combine them in Photoshop and paint in some yellow fields among the green ones. This will give you a more natural look than if the fields are just green. See my Mapping a small town part 6 post for more info on how to do this. The yellow version of the map looks like the picture below.

You can of course add in all the yellow fields in CD3, but I’ve found that to be a lot more time consuming then doing it by combining the two pictures above in a third party program. This program doesn’t need to be Photoshop, use the program that you feel comfortable with.

The next step would be to add in some ruins in the picture. Here I must say that CD3 doesn’t really have any good styles to work with, so I had to make something up myself. Creating a completely new style wasn’t something I felt I had the time or knowledge to do, but I think a good ruined city style would be a great future annual style add on (are you listening Profantasy?). Sure you have some ruins in the program that you can use, but for me a ruined city mainly consists of the foundations of the houses and maybe some larger, more intact, buildings.

So I decided to draw in some random roads and houses using the CD3 B Ruins Grey buildings. They’re not perfect, but they are a good base symbol to continue working from.

When I’ve put in all the roads and larger buildings in the map I’d export it again from CD3. This means that I now have three different versions of the map, which I’m going to put together in Photoshop, the two different ones with yellow and green fields and this one with a green background and ruins in the outskirts of the city.

At this stage I had to work on the ruins a bit in Photoshop to make them look more like ruins. If you put the map with ruins in one layer and put it on top of a layer consisting of the map with green fields. You can start to erase bits and pieces from the top layer, when you do this the layer below will be visible instead of the top one. In this way I erased all the inner parts of the buildings, which left something that looked more like the foundation of a house. I also erased parts of the larger buildings to make them look more like ruins with broken roofs and missing walls.

In the picture above you can see a part of the map where you have the ruins as they look in CD3 on the left side, and how they turned out after some editing in Photoshop on the right side. In my opinion the right side looks more like ruins then the left side. Or at least more like the ruins I wanted in this particular map.

Making a City part 3

We now have the basic layout of the city. Next step is to put in more roads and try to decide where the majority of buildings will be placed. Sometimes when you create a large city the process of placing all the houses can be overwhelming. To make this easier I try to divide the city into smaller areas. I then place the houses one area at the time, in this way you divide the work into smaller goals that you can reach quite quick. It will make the whole process much easier. In the picture below you can see how I’ve divided the city of lost souls into seven areas to fill in with houses. A good idea can also be to try to make every area intresting by adding a major house, villa or temple in it. It will add some details to your city and will make the end product more fun to look at.

At this stage I also try to locate where the major squares will be, naturally they will be situated where the large roads meet up. I also like to add some smaller squares in front of the gates, usually this is where people have to wait to get in and out of the city. You also have to decide what density your city will have. Nearly all cities have some sort of park or green area, older cities could actually have quite a lot of farmland inside the walls. In this case how ever the farmlands are outside the city walls.

When I start to place the houses I zoom in and out to quite a lot to check the progress of the area I’m doing to make sure that the network of roads and houses looks natural. A good thing to think about is if the area you’re making is planned or if it has grown over time. To understand the difference in how a planned city looks compared to one that has grown over time you can look at some modern cities in USA (for example New York) and compare it to some older ones in Europe (for example Venice). The planned ones tend to have straight roads in squares and the grown ones usually have roads and city blocks in all kind of versions. At first you can’t really see any logic in the city construction, but after a while you will start to see that roads lead between squares and larger empty areas usually consist of an important building and its surroundings.

When I start to map an area I always start with the roads. First I add in some larger main roads, I then switch to a smaller road to make intersections between the larger roads. In the picture below you can see a nearly finished inner part of the city. I’m working on the last area and have put in the roads and squares. The squares I try to place in areas that feel natural. Also try to have some space between squares, a square is a place to meet and trade, so they will be evenly spread out in the city.

When I add houses to a city or town I always start by using the Random street tool. The ability to quickly add all houses on a street is one of City Designer 3’s best advantages. When you’ve added a lot of streets it isn’t always possible to use the Random street tool everywhere, in those cases I add the houses one by one. Sometimes you also have to go back after adding houses with the Random street tool and delete houses that don’t fit in for one reason or another.

When I use the Ramdom street tool I try to make the houses come as close to each other as possible. To do that you have to change the settings a bit. Right click on the Random street tool icon and in the street option window you click the Street settings button. The settings I used for the map you can see in the picture below.

The most important setting is the Distance between houses that I always set to 1, both as Min and Max value. In this way you will get the houses as close as possible togehther. The other values depend on the scale of the map that you’re doing. You have to try some different settings here and see what works out.

When you’ve added houses to all your areas in the town you are done with the central parts of your city. Don’t forget to zoom out once in a while and check that the streets look good. I often have to go back and add some more roads to make the city more crowded. In the next post we will start on the outskirts of the city, farmlands and ruins.