I've recently gained two new interests: Affinity Designer, and
twobuckgames' AWI series. So I decided to combine the two and do a
"Brandywine" map remake as my first Affinity project. I also decided to
document the process and post it here; hopefully others can benefit from my learning process. In this post I cover the process of creating a hex
grid from scratch, share a few tips on creating realistic looking
tree lines, and generally just explore Designer's features.
Getting Started
Create a new document, set it up for print (CMYK) and set
the margins for 11 x 17. Create a new layer and name it “HexGrid.” Select the
polygon tool and, using the contextual tool menu, set its sides to 6. Set its
stroke to the desired width and its fill to “none.” Open the arrange dialog
and, with “Align to” set to margin, align the hexagon to the top and left
corners of the page.
Create another new layer, naming this one “HexNumbers.” Use
the text tool to place the first number into the hex, aligning as necessary.
Enable snapping with the options shown. Select all, and
duplicate with Ctrl-J (Cmd-J on Mac). Repeat this process across the page, snapping each new
duplicate to the appropriate hexside. Notice two things, first, the two
elements we are duplicating (the hex number and the hex itself) automatically
get duplicated into their appropriate layer. Very useful! Second, Ctrl-J also
duplicates the last movement (transformation) of the object being duplicated. This will come in
handy in just a second.
Select all, duplicate with Ctrl-J, and align the second hex
row under the first. Now, as duplication also duplicates the last movement,
simply Ctrl-J all the way down the page. Once this is complete, you may have to
do some fine tuning inside the transform dialog to get everything to fit. Next,
enter in all the correct information for the hex numbers and viola! We have set
up our hex grid. Now let's start adding some terrain features.
I imported the original map as an image so I could see what
needs to go where. Let’s start with the woods hexes. The simplest way to get
the effect we want would be to trace along the border of the woods, and then
“Fractalize” the line. Unfortunately, Designer does not yet have this feature,
so to Inkscape we go. Thankfully, the process I used was still fairly simple
and time efficient, and generated good results. First, use the pen tool to
trace around all the woods hexes, stroke the line, and export the line as an
svg.
Open the svg in Inksape. Select the node tool, select the
object, and go to go to Extensions -> Modify Path -> Fractalize. Once you
have a result you like, save the svg.
You can now open the svg back into Designer and set the fill
and stroke however you like.
Next, I populated the hexes with a few trees, sourced from
here: https://www.pixeden.com/vector-objects/trees-vector-collection-pack
Pretty good results!
Adding Details
You can create hills by using the pen tool, with the stroke
set to dash, to give the ground some contour. Next, switch to the pixel
persona, select a brush, and with a good opacity setting, go over the contours
to add a little more “depth” or texture.
To create the marsh hexes, first I opened a new document and
copy pasted into it a hex outline from my main map. Second, I opened a swamp
cartography element found online. By placing this graphic as a sub-layer
attached to the hex, it constrains the graphic to the perimeter of the hex (or
any layer above it). Using this method I can then move and size the cartography
element however I like, and then trace over it with the pen tool.
Using the same sub-layering principle I was able to create
some nice swampy looking areas. I used texture brush for stroke the lines, to
give it more of a hand drawn feel.
I used the pen tool with a textured brush stroke to make the
rivers. I then duplicated the curves, increased the stroke width, and changed
the stroke color to add a “river bed” effect through the woods.
I used the same principle to make the roads.
Creating custom curved text is easy. Just create a shape
using the shape tool, and then select the shape with the text tool active (you
will see the tool icon change). Your text will now wrap around whatever shape
you made. After I put down all the text, I just had to add a few finishing
touches, like the fords over the river. As one last note, I
thought the export options Affinity has were quite useful. I think it would be
worth it to spend some time in the "export persona" and learn in
better.
Finishing Touches
I put some more work into my Brandywine map, this time scaling the map
up to 17x22 inches and adding a map key, turn sequence summary, and turn
track, among other things. This is my first time trying a map of this
style and I like the results. The stylized charts were created with the help of the the corner tool. Playing around with the corner tool's various settings generated some nice custom touches.
The Final Map.
Map Details.
twobuckgames: https://sites.google.com/site/twobuckgames/home
Where I sourced my trees: https://www.pixeden.com/vect.../trees-vector-collection-pack
Thanks for reading!