![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg_iwCVoOQ0dfDmPMBaxvEGLWgjqE2zdzeZswfueoZlOV5dJWaXHNmorwALPqt7Cf0GOob7DeR_v8VwnbW2yDYoRIwoFGoKDzHBf5Ns1SvxXnRIXqhXziVsN5tXRNOzzrrq9ChHpMO1swWg/s400/ravenloftmap1.jpg)
To a young budding artist like me the truly compelling things were it had a great cover, great interior illustrations, and most mind-blowing: "3d" maps. Dave Sutherland really outdid himself in creating an amazing isometric construction of the main encounter area: Strahd's castle. Next to his classic "Paladin in Hell" illustration, I consider these maps his finest work.
I would sit for hours reading the module, looking at the maps, and imagining what it would be like to wander those haunted halls. I only ever played the adventure once, much later, and while it was fun - it didn't quite live up to my vivid imaginings.
Years later I went on to attend art school, and had some training in perspective, and learned just how easy isometric is to draw in. Especially with modern digital tools, and a little bit of understanding of isometric, it is easier than ever. I thought it would be fun to put our monastery cellars and dungeon into isometric as part of our fleshing out exercise. I'm using photoshop for this, because the transform tool is so user friendly. Though for a clean map I would normally us Illustrator since it creates perfect, hard edged lines with vectors.
What is isometric? Well, true isometric is based on a grid from a perfectly vertical line, with two other intersecting lines that create exactly 120 degrees radius between each line. Like this:
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjHvCjAMHW1I87KH2am6rG2axb7t8bMLtNAnIv57_Fyx89k79Xswy9BZXiWQHDZ7YMR9tbWYv-qUBPLUVbnZEY2bSwstQXh4duJMU3ipLW-XnzLZPB5_FHrMrL-2xsMaYUPKfMju47laxY3/s400/isometric_angle.jpg)
One of the nice things about drawing in isometric is that there are no vanishing points. All parallel lines remain parallel forever. They never touch. So there is no distortion in your drawing from things getting smaller. Scale remains static no matter how far or near an object is. What this means is we can take the 2d map and rotate it so that the edge lines up with one of our 120 degree lines like this:
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi8H4FkntlMMVtMHZFDpGG3TKkk1c4zG_O-3CTnhZZAIK4FcvZYWkHXAZOtjMbdVs2jzMSzzXG6E15Vhq2cPoOdqXbnQBpa2GGbPuGTcD0miB3_Dkcdn-muWhSQWtfolEldmTWs7HdCpULw/s400/aSampleDungeon_iso_rotate.jpg)
The next thing to do is to "skew" the other edges of the map so that they line up perfectly with the other 120 degree line, like this:
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4aM0P0kQ2LV2h8kE4m6xlCnlkKREsUXMBrTwnO34tA3Qpgqn0sCp4RezJCU1H9OZr64THPVaNHMDmLv9c6oqJw2AZZEehD3Rf8BxOVd6FCkdgTwMIJY2PHIGox96H2h5HlxUqpGpsnbAZ/s400/aSampleDungeon_iso_skew.jpg)
And simple as that your 2d map is now in isometric perspective! We can play with raising and lowering various levels of the map up and down, such as stairs going up, or passage sloping down later, because it is relatively easy to do now that the map is in iso.:
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEimJCMQv5qs7-EzdrmAdF-BjXmC9ay47jH8qgyNoQ-p5_UaIjvThvQKeFIDeVQ5HJk19aTduHg2o7hPBvRFdFk_5rOy5HqxE6nEGEAEdCpR7WanygvJeR1FT7CxXvV4-NMgB9NXSIhRtSME/s400/aSampleDungeon_iso.jpg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEid9iYCf6VtwoAMF9T4asTlSmrxk7NvMzes7CaDnSZmVxqxIvWcnCukz8NTzLyHcpmUSKT9kumhydg8MKzFbMs49kYum1fTt3JB8RyloO_iFyfPxy5Ub5WMh3JgUcUUOslxx5KnxoqQsmOg/s400/aSampleDungeon_iso_blue.jpg)
Fine by me. I think this particular color is quite aesthetically pleasing, and certainly makes those classic maps distinctive.
Wow. Just...wow.
ReplyDeleteThat looks great.
ReplyDeleteWhy do you find Photoshop easier to use here than Illustrator?
Probably because I use Photoshop the most on a daily basis. But also working with bitmap images is easier in it, I can set the translucency down so I can see the grid underneath.
DeleteI think this is one of my favourite posts of yours.
ReplyDeleteDid you ever make an upper or lower level to this map?
Thanks. Haven't gotten around to making upper or lower levels even after all these years.
Delete