More Modern Drawing

I posted recently about using Pixelmator for my D&D map. Friend-of-the-Snarking-Post Tony made a comment about how he had recently acquired Pixelmator and so he was kind of following along with my work.
How timely. I recently bought Pixelmator myself, as part of a Mac application bundle deal. I’ve never really done any computer-based drawing, except for some very basic doodling in MS Paint and similar tools. In particular, I’ve never used Photoshop, or any other “layer based” drawing tool. So I decided to play with your drawing (well, an approximation thereof) as an experiment in Pixelmator. With respect to the cities and their text, it seems to me that in order to reposition them (or replace the text), you have to cut and paste, which creates a new layer, then move the city’s layer to get the city re-positioned, and finally merge the new layer back into the main “Cities” layer. Does that sound right, or is there some better way to do that? At first, I thought I should be able to “select” a block around the city and just move it around, as I would do with an object in Visio or a similar tool. But I guess that’s one of the fundamental differences between vector-based and bitmap-based drawing tools. At least I think that’s the right terminology. Anyway, thanks for reminding me to start playing with Pixelmator.
Well, if people are going to play along I can throw the files up! Here's a few more bits of work I've done over the last week or so, plus some discussion of what's underway. First off, to Tony's question: No you can select a block and move it about. I didn't move the cities on this version of the map but I did move a few of the text labels to make room for some roads. One thing I know from watching the "pros" is that real artists will use keyboard shortcuts - they pretty much work with a pen in one hand on the tablet and the other hand on the keyboard doing tool selection and sometimes even scrolling the screen. So, to move part of a layer in Pixelmator:
  1. Make sure you're working on the layer you want to be working on.
  2. Use the Rectangular Marque Tool (hit 'M') and draw a box around what you want to move
  3. Use the Move Tool (hit 'V') and you can drag the selected box around in the layer.
You're done! (You can also use the move tool and hold down Option to get the "Duplicate" tool and make a copy of a selection within the same layer. I used that technique to make the city dots for the two Dwarven mines without creating new layers for them.) As a random note, I notice that if you flatten text you lose your font information. I'm using 14 point regular Hoefler Text for the labels on this map.
World Map 1-18-09.png
(click image for embiggenation) Changes:
  • I created a "Lego Tree" brush and used it to paint on the Tarsenwald Forest
  • I added a backfill for the Tarsenwald in a separate layer so I have the shape available later if I need it.
  • I added the Dwarven mines of Barin's Respite and Thunderaxe Hall to the Cities layer
  • I labeled the Cairnflow River (not sure why I missed this before.)
  • I extended the Cairngorm Peaks to the south and also added in a western spur. (I needed to explain why a forest is one side and a desert on the other.)
  • I added the Tarsis Desert, home of the slavers who destroyed Klavin - this event features in two characters backgrounds.
  • I added a layer with roads. I draw on the road layer at full opacity, but the layer itself is set at 50% opacity so it blends against other items such as the Cairngorm Peaks. It's below the City layer so I don't have to worry about the edges versus the city dots.
I need to label the sea (the Crescent Sea) and we could use some more detail east of the Peaks but overall it's taking shape. The next thing I'd like to do is break up the solid color fills with some texture, but I'm pretty happy with what I have so far. There are twelve layers now - two more for Tarsenwald, two for the Tarsis Desert, and one for the roads.
Layers 1-18-09.jpg
Here's all of the source files and the Pixelmator file itself.
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Modern Drawing

The return of D&D to my life continues to have odd ramifications. The latest one is that I'm coming to grips with drawing in a modern art program. I use Pixelmator which would probably be very familiar to any Photoshop user. Pixelmator uses the GPU for nice performance and is a fraction of the cost of Photoshop but it has the same basic concepts of drawing with layers, masks, and brushes. The last time I ran a role-playing campaign I did maps with DeluxePaint on the Amiga (Ouch, ouch! It hurts to admit how long ago that was.) so that was all direct pixel-by-pixel editing. Long-time readers might be saying "Wait, I've seen you use Photoshop Elements before so what are you talking about?" Well, dear reader, you're absolutely correct but you've seen me use Photoshop as a photo editor, not for drawing. I'd mainly run filters, levels and the like and maybe a touch of cloning in order to remove something. Drawing in such a program is powerful but for me it's an unusual way to think about composition. Working out what goes in what layer is important both in terms of preserving flexibility later and in terms of Z-ordering (what is on top of what). The map I'm building right now is primarily a coastline and my first stab at it had a thick black line for the coast, blue for the water and brown for the ground and all of that was one layer. Later I realized that I really wanted the SHAPE of the coast in one layer and that the fills should go down in another layer. I could do that with masks, but what I did was to make a selection with the "Magic Wand" tool to select the sea area (from the layer with the coastline) and then fill that selection in a separate layer. Presto - instant separate layer! This morning I was working on making a "mountain" brush so I could simply brush in mountain ranges. Brushes are another kind of weird concept. My first attempt at brushes was to make a "city dot" which was a white circle with a black border. Turns out what Pixelmator really does is uses the brush image as an alpha mask, so you can't put colors in the brush. It also means that I have to draw the brush in white, not black. So I ended up saving the dot as a separate file and doing copy and paste. The mountain brush works pretty well after I figured out how to tile it and I got a nice set of "mountain shapes" with just a couple of brushstrokes. Next up I need some trees and maybe a subtle wave texture to make the sea less monochromatic. While layers are powerful they can get out of control fast. Each city dot became its own layer and the text label for each city was a second layer. So every city had two layers and the file got a bit messy to find the layers I wanted. Deciding that the cities were in good positions and flattening eight layers into a single "Cities" layer was key here, but it does mean I can't edit the text or easily move the cities relative to each other. I'll throw up the map for people to mock and comment on. I'm sure I have readers who could have done the whole thing in fifteen minutes as opposed to the fact I've worked on it for a few hours now but I'm happy with the fact that I'm beginning to understand the way Pixelmator (and by extension Photoshop) works. (If you're a reader and in the D&D campaign you can consider this quasi-canonical. The map without any accompanying text is pretty worthless and the intention is to provide this map to you as a campaign handout, but it will see more tweaks before you get it. And obviously it will be less blank by the time it arrives in your hands.)
World Map Draft.png
(click image for embiggenation) For what it's worth this is currently in eight layers. I haven't flattened the mountains into a single layer yet, nor have I put in a text label for the river. I also haven't really decided if each topographical feature should be a separate layer or if I should just make a single topographical layer. Here's the current layers:
Layers.jpg
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