So, today is the big day, we’re gonna take on the warehouse in the docks. I will make that map in Dundjinni too, but first, I decided to create wood walkway texture for the dock walkway, in FilterForge. I have a filter that creates pretty nice wood planks that looks different from each other, so I use that filter, and the result looks like this.
Today, we’re gonna create more icky looking presets, and we start right out with the bed.
As I’ve said before, dundjinni forum is a never ending resource for dundjinni users when it comes to props.
This bed is just put together by 5 different pieces from DJ-forum, and it is good enough for a half-orc lowlife.
Maps, maps and more maps. The map I’m going to create now is room where Zwesch the half-orc lives.
This is a dirty little room, deep down in the thieves quarters, and as I wrote before, no one likes Zwesch.
This time we’re gonna use Dundjinni again.
So, today I’m gonna use the incredible sewer kit that IronDwarf at Dundjinni-forum has created.
This is really a great piece of work.
So, it’s time to fire up good old Cheetah3D again, and create a bed frame.
To do that, I cheat a little, and start with a princess bed I did a while back.
We will also do something that I consider pretty difficult, try to make a pile of bedding, tossed on the floor.
Let’s fire up Dundjinni again. First, we make a common layout that fits both floors, as they look pretty the same.
I’ve used some of greytale’s very nice doors on this map.
That layout looks like this:
I decided we look at the DM map for the backyard to day, and then look at the maps for the first of the second guest room floors.
The DM map for the backyard will look like this, with only a few points of interest marked. Some may think that I am over ambitious when it comes to mark things on the DM map, but bettr to mark one thing tom many than one thing to few. I’ve played many commercial adventures where you have a reference in the text and you don’t get a clue on where is that? For example, let’s say we have a secret trapdoor in the kitchen floor,and it was nicely drawn by the map artist, but during post production and image compression, that nice trapdoor is almost invisible unless you zoom really deep into the image. Then the text refers to the trapdoor as a vital key element in an encounter, and there is nor marker on the map for that. This can ruin the encounter.
The big day for the cellar, finishing up the map with all those lovely props. I will mostly use props that I downloaded from the Dundjinni forum, as props are really hard to make, specially barrels. I might use several of the crates I’ve made, and some other stuff that I just come up with. Bogie, on dundjinni forum made some really nice fruit cages, they will come handy today.
Today, we’re gonna add some doors, and some more shadows. Doors can be found in many variations, but for this cellar, I will use a door and a doorframe that I’ve done a while back.
More mapping today, fixing the stairs in the cellar, and start to add some shadows.
first, I render a piece of the map in Dundjinni, plain without grid or walls, to get a piece that matches our stairs on the ground floor. Read more