I got so carried away by the bowl of fire I made yesterday, so I just had to improve it.

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24

Oct

by admin

Something new today, making a prop that can, and will, be useful when making night maps.

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Today, I did get a bunch of nice top-down photos from Bogie back at the Dundjinni forum, and I will use two of them to create a single multi-tiling Dundjinni texture.’

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Hello again, today we’re gonna play some more with ImageSynth. It is a wonderful toy.

We’re gonna make some more flowers, and some moss today, but the sticky chunk part I did promise yesterday wont happen until some other part, I got so carried away with making flowerbeds, and did not have any goo sticky chunks that looked any good. But I show you how its done anyway.

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19

Oct

by admin

Ok, time to show you folks what ImageSynth is and why I like it so much as a great tool for making multi-tiles for dundjinni textures.

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13

Oct

by admin

I though I’ll create a special tile object, with the Raven Queen insignia, as someone requested that on the Dundjinni forum, and I want to show off one of my cool filters.

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Hello, I’ve got a new toy yesterday to play with. Daniel (who probably got tired of me whining about not having the right financial state at the moment to purchase ImageSynth) got it for me, so I could play a little.

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26

Sep

by admin

So, I took a little break in the Marda-Zam writing, mostly because I’ve been working on some battle maps for an adventure module that I will run during an upcoming game weekend, and I didn’t have time to create an adventure for that, so I will run one from Dragon Magazine, but WotC seems to ignore that in scale battle maps can really make an adventure better.

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One of the major things with FilterForge is that you try and test, and sometimes you realize that a choice you made is not the optimal, then you have to rethink, like I have done. The path is to narrow for my taste, and cannot be wide enough, so we’re gonna change the curve component that is used as a generator for the path.

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OK, now we’re gonna add some more selectable path textures, but first. we’re gonna set the correct Height input for the sand, as now it looks somewhat wrong.

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