Tuesday, December 1, 2015

Old World Style set 10: Winter is Coming - The next set by R. A. Hapke

With one job on hiatus for the winter, I can fully concentrate working on illustrations and digital tilesets.  Last winter, while making the Old World Style set 9: The Polar Regions, the vast majority of pieces were created for either a world view level or the zoomed in regional level. I played around a bit with adapting the underground caves to the arctic, but didn't pursue it for some reason.

This past week I picked up that set, and wowsers it was a great decision! At a regional zoom in level, the arctic caves were just one thing I revisited and digitally reworked. As the set closes in on over 300 design elements, it will be fun to see how folks enjoy this latest set!

So, a little banner preview as the set gets ready for upload:


A little map preview without the banner text, featuring the new iced over name banners, mini snowmen army, mammoths, ice covered bridges, and ruins covered in ice. The scroll edge has also been adapted and given several variations with and without icicles. Hoooooodalolly!


UPDATE 12/18/2015: Old World Style set 10: Winter is Coming is now available at the Roll20 Marketplace! With over 300 elements, I hope you enjoy the set!



Thursday, November 26, 2015

Spins of the two sculpts

Just a quick post, showing spins of the two mini sculpts on a lazy suzan.

First up: Li'l Gargoyle:



And, because he just could not be left out, Nigel P. Igsnout:


Monday, November 23, 2015

Nigel P. Igsnout, the Third

Presenting Nigel P. Igsnout, the Third. Based on, with permission by the original concept artist Paul Ooshun, Orc 3 from The Dungeon Buddies monster pack 2, available on Roll20. Sometimes it is good to get out of one media for a week or two and try something different.


Nigel P. Igsnout, the Third

Orc-3 by Paul Ooshun

Nigel can also come off his stand to move about on his own two feet, and stays standing while holding one of three weapons: a sword, a knapped spear, or the orc fashioned battle axe.

Thinking of making a mold and reproducing this fellow and the stand. Any thoughts?

Saturday, November 7, 2015

Teaming Up

Looking forward to a side project this coming winter as well: working alongside Gabriel Pickard to create an adventure module!

Stay tuned!

Monday, October 26, 2015

Getting geared up for the winter

My absence is being caused by wrapping up the landscaping season with a bang, gang. In the next few weeks, as the weather shifts to snain, the leaves finish their earthly plummet, and the daylight hours shorten, there will be a lot more time for artwork. So, what is on the agenda?

Lessee:


  • There are a couple new Old World Style sets in the 'To-Do' bin, one of which is well underway and plays with ice caves. It is a bit of a revamp of the set 6 cave systems, so I will be looking into creating some transition pieces as well. Annnnnd, since I will be creating some transition pieces to go from ice caves to regular caves, there may be more transitional pieces that will be able to be used with other former sets as well.
  • More scene additions - this time around, map bases
  • Another Inventory Set is underway with A.C. Meadows
  • More sculpture pieces that will be available through the Gaming Geeks website
  • Gazetteer style maps. 
  • And a few more things, but I've not had much coffee yet this morning and still in the process of waking up.
Cheers, Happy Mapping and Hoodalolly!

Monday, October 19, 2015

Inventory Set 1 is up and running at Roll20

Inventory Set 1 by Russ Hapke and Aaron Meadows is now available at Roll20's marketplace: https://marketplace.roll20.net/browse/set/659/inventory-set-1


A preview of the items included: 86 items in all, displayed on four different backgrounds each!


Sunday, October 18, 2015

Setting up more on the website

For a year now, we've primarily concerned ourselves in promoting work through Roll20.net in their marketplace, and have loved every minute of meeting the staff, the players, and other artists. Now, we are working on beefing up more artwork not available on the VTT site at thegaminggeeks.net.


Sunday, September 27, 2015

Playing with the object layer in Tiled

The latest tutorial gives a brief view of using object layers to break free of the grid as well as Tiled's ability to layer within a layer for different elements


Tiled is an open source program that we contribute to every month to support the development team. Check out Tiled at mapeditor.org for more information.  The program allows you to save your maps in jpg and png formats for easy export/import into VTT's like Roll20. Hop on over to Roll20.net as well to see all of the innovative tools the team there has created to your online virtual tabletop experience. 

Create your world! 

Happy Mapping!

Tuesday, September 22, 2015

Roll20 and PayPal

Roll20 now accepts PayPal! That is all...back to your regularly scheduled programming

Sunday, September 20, 2015

Inventory Sneak Peek


Just a few items from our latest Roll20 marketplace set, submitted today for approval by the team. Fingers crossed, we look forward to seeing these little beauties in the marketplace soon. Sixty-eight inventory items, each with four different backgrounds: playing cards, banners, bannered tokens and as map tokens, are in this set. 

Monday, September 7, 2015

Some inventory for your map

Working with Aaron C. Meadows of Roll20 API fame, we decided to try our hand at creating inventory...

...more soon. Stay tuned!

Monday, August 31, 2015

Scene Additions - Set 6: Caves; Set 7: Castles - are now live

The latest Scene Additions sets, set 6: Caves & set 7: Castles, have been submitted to the marketplace for approval. Click on the individual pictures to bring up the sets on Roll20's marketplace.




(/1/2015 update: We are qued, waiting approval!


Sunday, August 30, 2015

Testing set 7: Castles in Scene Additions style

Testing Scene Additions Set 7: Castles this past evening, and quite happy to see it working pretty flawlessly in Tiled. Now to test the design elements in Roll20 and get ready to upload for approval.


Hmm...I may have to do a few more ruin tiles...broken window, door on floor, and the cut stone column...and maybe break apart a few of the upper walkway pieces as well. As always, once you see one thing, there are ten more things you can add to a set. hahaha

Friday, August 28, 2015

Old World Style in Tiled Lesson 2: Using set 3 as an alt continent base

Old World Style set 3: Cracks & Contours is a bit of a sleeper hit. It is complimentary to the other sets, seems a bit boring on its own, but when used in connection with other Old World Style sets, can add a whole other level to your map making.



Wednesday, August 26, 2015

Creating a map using Old World Style: Lesson 1 - setting up the land masses and ocean from set 1



Using Tiled, from mapeditor.org, an open-source map editing program that we have been a patron sponsor for nearly a year now, this tutorial begins with laying down the continents using Old World Style set 1: World View from tilesheets.

Sunday, August 23, 2015

Introduction to Tiled (video)


Trying out CamStudio to record video tutorials

Everyone once in a while, I get requests on what types of programs are used when creating maps from my various sets. While I do use the map editor in Roll20 in playing online, and for testing my work, I also like to create maps and scenes off line; and unfortunately, you cannot save your maps and such in the VTT to a jpg or png format for easy changes later. Roll20 has a ton of fantastic features in their map editor and VTT, but like many I have found through the site, it is good to also work on your ideas off line at times at a reasonable pace, without worry of server lag or just because you want to be off line for a bit.

A couple years ago, I found Tiled from mapeditor.org. One of the greatest features is the layering capacity the program has for building maps and scenes. Originally intended for the video game world, Tiled is a great tool and easy to use.

I have several tutorials on here for using Tiled, and now have found CamStudio to attempt to create video tutorials to make the process (hopefully) even easier.

So bear with me, as there are mistakes to be made, flubs to be said, and hopefully some useful information to be given.

And now, I'm off to record some beginning tutorials!

EDIT UPDATE:

Ok, my first attempt with no sound:  Introducing Tiled

Monday, August 17, 2015

Combining various artists' design elements

Since being involved with the Roll20.net artist community over nearly the last two years, I've come to enjoy seeing how various styles can work together. In my eyes, this may assist folks to see how they can really stretch their purchasing dollars of new found art in the marketplace, and expand their mapping skills.

The latest piece is a combination of design elements largely from Melanie Paterson and myself, but also throws in some key pieces of Gabriel Pickard and Vhey Preexa, also on the Roll20 marketplace roster of artists.


The rock and cave textures and several of the smaller plants are found within the latest Caves set of Scene Additions (soon to be released), while larger jungle flora adorns the  majority of the cave entrance by Melanie Paterson. The logs, broken gates and cannon are from Gabriel Pickard's work. And the tipped over mining cart from Vhey Preexa. 

Want to see more? At Roll20.net's marketplace:

Russ HapkeGabriel PickardMelanie PatersonVhey Preexa


Wednesday, August 12, 2015

A Watchful Eye...

So earlier this evening, I came across this: http://wallpart.com/poster/r-a-hapke-february-2015-268554602


Oddly enough, it is a piece I did with Paul Ooshun early this year in February as a give away for fans of our work on this blog; so basically, if someone is actually wanting the piece, they could save some fins by simply grabbing it off the blog: http://rahapke.blogspot.com/2015/02/happy-valentines-day-gamers.html

Friday, August 7, 2015

Circle frame freebie

In responding to  a comment earlier, a promise was made to put up two items for anyone who would like to use them. Simply right click and "Save Image As" to your computer.

First is the circle map base, very similar to the one displayed in the February 23rd post:


Next up, a PNG 50% transparency to fit over the map. If you've used the Old World Style elements and sets, you've probably figured out just how intricate you can get. You can design the world from the ocean depths if you wish, or place items below the 'water' like sunken ships, lost temples, or even a sea monster or two. 


Both of these are quite large in size, so you may have to play with sizing. They will work beautifully with the Old World Style sets, or as a base for a map you wish to create.

Happy Mapping and let your mind go wild!





Monday, August 3, 2015

Art & GenCon

Always collect art. Period. Just do it; if not for an investment, do it because it makes the warm fuzzies inside every time you see the piece. View it as an inspiration for what ever you do in life. For me, I enjoy collecting all kinds of art, including fantasy art. Perhaps the biggest event to do that: GenCon.

My first GenCon was in 1985. I was fifteen, and at that time it was held in Milwaukee, Wisconsin. As a teenager, the amount of people who played the same games we did gathering in one spot was intoxicating. It was as if we were a part of the largest family reunion on Earth. Exhibitors lined the hall, giving away free samples of new products, trying to get their foot in the door; gamers lined up at the gaming tables to test their wits against DM's (yes, we called them DM's back then, not GM's). Talking to anyone in the convention center was like talking to your siblings or cousins. You just 'fit in'. 

Of all the things I found interesting, the artwork was perhaps the most inticing. My first piece of art was from that GenCon, a sketch of a tree by a relatively new artist, Pamela Shanteau. In the following years, Pamela Shanteau would become a world reknown artist in another field of custom vehicle painting. She gained the title "The Godmother of American Airbrushing." Last year, as I sat, drawing digital tiles, the sketch of the tree hanging directly above my desk for inspiration, I looked up Ms. Shanteau's website (she'd been busy these past 30 years!) and wrote her a letter of thanks; for creating a piece that would be inspiration for years. When she wrote back, I almost peed myself, returning to a state of that 15 year old, all Squee-afyin' that she had taken the time to respond to li'l ol me. Pamela Shanteau website.

This year, I was fortunate enough to meet and talk with two incredibly talented artists: Mike Schley and Micah Epstein. I couldn't believe Mike Schley was talking to me about techniques in Photoshop, styles of illustration, etc. Here was a fellow who has become a pretty household name from his map-work in the 5th edition DnD series, chatting away as though we were swapping dry-walling tips or the best recipe secretes to making the ultimate apple crisp, just as humble as he could be. I of course, had returned to that gibbering 15 year old, starry eyed and hanging on every word or advice this fellow could offer. Very Squee-worthy moment indeed. I think I ended going back to his booth about three times during the course of one day, and bought four pieces of limited edition prints; one of which made a perfect gift to a buddy for his kindness and generosity earlier this year. Mike Schley's work

Micah Epstein is new to the fantasy art circuit, GenCon being his first big show; and what a way to make a spash! I was immediately drawn to his work: the perspectives, the style, the composition. Had a chance to chat with him for a few minutes as well. One piece, "The Stand" featured a mage battling a mummified corpse, with souls in the background swirling about. We discussed my background in archaeology and the mummies, and it was great to have some questions from the artist. That one threw me...not really expecting someone to take interest. lol Micah gave me the same impression Pamela Shanteau's work did so many years ago. I most definitely look forward to seeing more of his name in the near future as well. Micah Epstein's work.




Sunday, May 17, 2015

Resizing in Tiled

The latest version of Tiled, now has resizing within the object layers! Check it out - mapeditor.org

Tuesday, March 31, 2015

Creating a Tile Sheet to make mapping easier

If you are a map editor such as Tiled, to create maps that can be saved as a graphic and uploaded for online gaming, one thing you may want to take the time to do: make a tile sheet.

In Photoshop (and I believe you can do this in GIMP as well but will have to check the procedure), create a document in multiples of your grid size. Because many of my digital tiles are created in a 140 x 140 pixel grid system, that is the base multiplier used. For example, five tiles wide by let's say, ten tiles tall, would yield a document of 700 pixels by 1400 pixels.

 And for DPI, you can set it up minimum of 72, but if you set a 200 dpi, or even a 300 dpi, it should not affect the copy and paste of individual tiles into the new document. 

To make gridding easier and layout as well, I usually subdivide my base tiles into four subdivisions. For a 140 pixel tile, that would be 35 pixels. You can set it up in File --> Preferences --> Guides, Grid & Slices

In View - click Snap, and then Show --> Guides, Show --> Grid.

Here is a screenshot of a new document set up (note: I've used the moving tool to bring in guides for every fourth line, indicating the tile grid. In the Old World Style set series, there are numerous design elements that are centered in tile areas because of transparencies; so this also helps center those pieces): 


The snap to grid will let you quickly bring in and set up a sheet. You should be able to do this with all sorts of sets that download as individual tiles. I open the individual tiles four or five at a time, bring them into the tile sheet document and Ctrl -A to select the individual tile, Ctrl-C to copy and then Ctrl-V to paste in the tile sheet document. Once copied into the bigger sheet, close out the small files, and bring up five more. I will also use the Move tool (little arrow) to bring over guides from the rulers (Show --> Rulers) on the grid every fourth block, and move each tile into position. The snap feature lets you snap it to a grid very quickly. The transparent floating objects I usually set up in the middle of a grid square. 

When you go to Save, and this is for any set you create into a tile sheet - do 'Save As" and NOT "Save for Web". Under Save As, you can save the sheet as a PNG which will keep any transparancy (if there are transparencies or partial opacities) or as a JPG (if the tiles are solid), just by selecting the file type in the list. If you do the Save for Web feature, although nice and all, it reduces pixels to 72 dpi no matter what. Most of my sets are at that dpi, but other sets for other artists are not and you may lose resolution if you do that. It's not much, but you will be able to notice a difference.

By setting up in Photoshop, it allows you to get around the only 5 wide for Tiled from that plus feature. Usually, the max I do in width (with a few rare occasions) is six wide (or 840 pixels). If you are using GIMP, I believe you can set up similar documents. 

The unfortunate part of Tiled, is that it does not allow for resizing. Some larger objects will take up several grid squares. You can grab multiple grid squares in a Tile layer, but in in an Object layer, you can only grab one tile. If you set your grid to a 140x140, and a piece is 280 by 280 format fit, it will be divided into four pieces. Again, in a Tile layer, you can grab all of the pieces to place, but the Object layer, you would have to grab the parts and put them together on the map. I'm pretty sure they will be changing that in upcoming releases of Tiled, but for now, just know. That is a big drawback of Tiled versus Roll20's editor. Roll20's editor allows you to have varying sized tiles or design elements for easy placement. 

It takes a little bit to set up a sheet, but the plus side is - then you have a tile sheet designed the way you want it organized. Even better, once you have begun creating maps in TIled, you can save the map as an image (png or jpg formats) to bring into online editors, like Roll20. You can also create a bit of a hybrid - laying out the map base of continents, forests, rocks, etc. in Tiled. Then save the base map as a graphic, import it into Roll20, and continue to add to your map. 

Happy Mapping!


Sunday, March 29, 2015

Finishing up the mountain village, complete with Dungeon Buddies!

Welcome back to the blog. Once in a while, when I get time, I enjoy creating tutorials or, more in the case of this one, series of pictures, to show how I create certain scenes in Old World Style sets.

The last part of the mountain village, including some of Paul Ooshun's Dungeon Buddies sets, is all about playing. Playing with layers, primarily object layers, and just relaxing is key in finishing off a good scene. Grab that coffee, or tea, or La Croix, or whatever your drink of choice is and settle down to play.


One of the things I wanted to do is break up some of that rock. A perfect way to do that is by adding water. Again, playing with layer levels, several pools were added and then, starting at the top of the mountain, the water begins to come down the mountain.


Pulling back a bit further, we can  see how the water is now weaving in and out of the mountain ravines and down the mountainside. Waterfall elements are from set 8. 


Another change implimented: adding two more layers for the blue back drop and placing the partial opacity tile on a second and third layer behind the mountain to really emphasize the scene. Next up, Adding some Paul Ooshun's Dungeon Buddies.


From two sets by Paul Ooshun: Dungeon Buddies monster pack 2, and Dungeon Buddies Villagers, we can now populate the scene. I may have to beg Sir Ooshun to make a few more soldiers.


Orcs and Goblins done took over the mountain caves!!!



Apothecary, goat herder, guards and folks in the orchard...


The town is bustling with activity!


And in the upper left, we can see a hermit who has taken up residence in a nearby cave.



At any rate, thank you for watching!


Continuing from thumbnail to regional map in Old World Style

Continuing on, creating a map in Old World Style, using many elements from various sets created this past year.


Here is where we left off in the last tutorial example. At this point, really it is all about just layers and playing between tile layers and object layers. 


As you can see, from the size of our original map set up, there is a lot of space to continue to play with here. You can see in the lower right, there are multiple object and tile layers. To quickly place larger tile areas, I will switch between several tile layers in order to overlap, hide behind and just quickly set down multiple rocky surfaces. These are from set 4, ruins & other cultures. 


You can see here, it is somewhat reminiscent of the old game styles since it is on a grid. Tile layers automatically snap in Tiled, hence this look.


Playing more with object layers now, filling in cliff faces, creating some cuts for bridges. For this, I brought in some of the hard lines of cliffs in set 8 and placed them about in object layers. Some overlap the tops of rocky surfaces, some float 1/2 way, and some allow the loose rocks to lay on top. 


Now, let's lay in some pathways, bridges and begin to set some trees and other tidbits to help plan out where the town areas will go.


I did backtrack here just a tad. Using frame elements from Old World Style set 7: Chronicles, a frame was quickly popped in around the setting. Creating a new tile layer, the frame is set on top of the entire scene. If more tile layers and object layers are added, I will make sure to keep the frame layer on top. I've also gone back and erased the faded edge of blue that was around the top and top sides; and, once the frame is in, there were a few items in object layers that peaked out behind the sides of the frame. Easy fix! Just use the left mouse button and drag a quick, thin selection:


Then just use the arrow keys and nudge them into place, or until they are hidden along the left edge of the frame, or, if they are now showing, just delete the extra pieces. See? Easy!

In the next and last part of this, I will be showing pictures of decorating the scene more elaborately. 


Friday, March 27, 2015

From thumbnail to old world style

This is the first part of several parts, creating a scene using various elements of Old World Style sets.

To create not only a map, but perhaps more of a scene, I decided to take a quick thumbnail:


From the thumbnail, the next thing to decide upon was a size. 


For the purpose of this scene, I chose a 17 x 32 grid (at a 140 x 140 pixel grid). This ratio is very similar to portrait orientation on an 8.5 x 11 or even an 11 x 17 piece of paper, should someone wish to print out the scene.


After laying out the background layer, I have added a couple more tile layers and quickly switched between the two adding in some of the larger mountains in the most recent set 9, and side canyon wall pieces from set 4.


Now, layering in some object layers, a few more tile layers, the top of the mountain begins to take shape...


I've decided to put a monastery and church at the top, and will space out the village in spots below. Like several map editors, your scene builds up from back to front, and from top to bottom in perspective. Here you can see, by simply switching between tile layers and object layers, Tiled naturally overlaps and layers your elements; thus adding to depth and perspective.  In this shot, I've used elements from sets 2, 3, 4, and 1; as well as the rope bridge from set 6.

Stay tuned 

To see more of our sets, visit Roll20's marketplace. Each set may be purchased and downloaded to your computer.

Wednesday, March 25, 2015

R. A. Hapke: Old World Style Set 9: The Polar Regions is now up...

R. A. Hapke: Old World Style Set 9: The Polar Regions is now up...: Woohoo! OWS set 9 is now available at the marketplace! Icebergs, Glaciers, new and reworked coastlines, habitat markers and more!  ...

Old World Style Set 9: The Polar Regions is now up at the marketplace!

Woohoo! OWS set 9 is now available at the marketplace!


Icebergs, Glaciers, new and reworked coastlines, habitat markers and more! 

And while you are there, visit through the other OWS sets by myself...ahem..pure awesomeness...lol

Or take a look at all of my sets available under Russ Hapke





Tuesday, March 24, 2015

Generating ideas and possibly another style

I've been doing primarily one style for quite some time, and I've always love line art, but I like other styles as well. Sketchy, raw...fun...yeah...

Today was just a small sketch to get the brain pan fired up. This is another style to pursue soon:


The concept is from something else we're [a team of very talented artists and myself] working on at the moment. Well, really, this isn't part of that work...more like an offshoot of an offshoot of an idea of a potential notion. Still fun though... lol



Sunday, March 22, 2015

From one style to another...

Having some fun today, taking a simpler map from an online bud to redo in Old World Style maps:

The before:


And the after:


The map is unfinished and there is a lot of items to put in below the water's surface, but overall, I do believe it is turning out very nice.

And a quick series of stages: 



Want to try out some Old World Style map sets? Take a look at Roll20's marketplace!

Some freebies for Old World Style mapping

So, in helping an online buddy take a simple drawing and making it more complex using Old World Style, I had to make a few odds n ends icons to the world view.

Here are a few freebies for you to use and enjoy if you already have Old World Style set 1:

Farmland/Agriculture 1

Farmland/Agriculture 2

Massive castle icon

Choppy seas icon

Savannah / Grasslands icon

And, a couple of items, one from set 4, and one from set 3, resized and given a deep drop shadow:
Stone ruins for world view

Temple ruins for world view



Enjoy!
Russ

Friday, March 13, 2015

Opacities and Map Layers In Tiled

A little more, just for some quick ideas, using the opacity feature in Tiled to give hints to your players about what's to come, as well as laying out your map.


Per norm, we have our opening scene, that quaint little fort next to the sea. A shipping vessel docked. There is a pretty good supply of lumber here, and the foothills suggest some possible ore mining. But what ho! What is that little hole to the middle north? Let's explore!


Ok, normally I don't do a layer just for a single icon or design element, but this is one of those times that it might be a good idea. This allows your players to definitely focus on a point of entry. Here, the top layers are reduce in opacity to about 50%. We can see there is something happening down below - which if as the official map maker or DM/GM, you can also add a fog layer over the lower map and delete as you go.


Reducing the opacity of the top layers to about 10%. Our players are now immediately immersed in the cave system below; but you can still show a hint of the coastline if you wish - mostly for your players to understand large BOOM's may make sea walls come rushing in...eeps!


Or, take away the top layers totally by reducing them to 0% opacity. Let those players guess how thick the walls are. Mwah ha ha ha haaaaaaaa. - 'Sure! You can light that powderkeg to clear some of that ice and rocks from that area [evil grin]'