Recently completed map for an upcoming board game.
Here´s some of the images and a sneak peek at the making of too because I know there´s a lot of people out there who enjoy to see how this things are done.

MySTARPORT- FINAL - 1500X Sample


This was actually a really tricky one. Each island had to be illustrated as if it was a single illustration with all the insane amount of details, then I painted the overall scenery, connected all the islands with paths, added the background for the space and sky and edited all togheter in Photoshop, although the original illustrations and 99% of the actual painting was done in Clip Studio Paint.









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Drawing Tutorial – Part Two – “Going 3D”


“Going 3D”

Lets go back to the original grid with the little central house from where you pulled the lines. It´s time to go 3D and create your first landscape feature, using precisely the first imaginary grid we sketched.
In this case we want to add another house. But as it´s located closer to the viewer eyes ,it stands on the ground and very important, in this case we are looking slightly down from an imaginary high point (maybe a hill), you get to see the top of the roof.
If you still only saw the facade then the view would be also different, but more on this ahead too. 😉

The new house looks 3D and with volume. That is simply because i´ve pulled the side lines of the original triangle further back to create some roof faces. Notice i´ve followed precisely the same angle of the imaginary green grid lines ? Well this is the secret to all this and the reason you have to pull them from a vanishing point. It adds depth.

Lets do the same with the other house on the side.
Notice you still have the original house facade intact. You´re only adding additional volume to it in relation to the guide-lines.

See how the left bit of the roof follows exactly the nearby left guide-line ?
See how the right side of the roof does exactly the same related to the next nearby right guide-line in which the house stamps on ?
Also now you can see a right wall on the house because we had to pull more lines from the square shape of the facade to follow the exact same guideline the roof is following.

And because we are looking from slightly above, the roof overlaps a bit of the new wall and you don´t need to pull the top line of the wall face also, because that right side face of the roof already defined the shape of the house when it was aligned with the guide-line. A house pointing into a vanishing point. 😉

This – pointing to vanishing points technique is the trick to place things right on 3D setting. As long you know, which objects relates to its vanishing point you´re on the right track to create all sorts of illustrations you dream of.
Maybe you can get into freelance illustration one of this days too.

Lets take a look at the example where you´re looking slightly up at the little house.
Notice you can see a little bit from underneath the roof ?
Why´s that ?
Is it pointing to the same vanishing point ?

What imaginary guidelines is this roof following ?

Well… these guide-lines. 🙂

As you can see, the lines that define the bottom area of the roof, are also following parallel to the new imaginary guide-lines for the sky.

The angle of these lines determines the depth or perspective in the way the roof looks to the viewer.

Once again you can experiment with grids having different angles to see slightly different depth views. Just remember to always pull lines and faces from an object in a parallel way to your guide-lines originated by the vanishing point you designated for each particular object.

This type of grid works well for a more graphic example like this and it´s good for beginners to get a good sense of how a vanishing point is used to create depth and volume, but as you can see it constrains the whole natural flow of a landscape and can make it a bit unrealistic. Tunnel-vision-style is never a good thing if you want to create a dynamic fantasy landscape or children book scenery.

After all, look around you… you don´t see everything converging into a single point of detph, do you ?

So how do you avoid creating a landscape, background or scenery that has this constraining and unrealistic tunnel view ?

You simply have to build a landscape based on multiple vanishing points. And those points don´t even have to always be associated with an object. Some can even be located outside of your canvas.

See those clouds ? What´s up with those ?

What guide-lines are these floating shapes following then ?!

Well they´re not following that single vanishing point grid for sure. And much less have much to do with the vanishing point on which the little house was built with depth.

At least at first glance.
Keep on reading and forget about the clouds for a moment.
Lets focus on the actual landscape ground elements.

More on clouds later.


Back to the beginning – “Intro

Back to 1 – “Little House on the Grid

Next – “Scenery takes shape