Konrad J.
said: Have you thought about how shadows will be done. One problem with doing a real drop shadow is when the token is rotated the shadow looks wrong since its now facing the light a different way than the other tokens. I think in the Dundjinni forums the default way was to simply put a shadow (photoshop would be a glow) all around the token equally. Just wondering if there is a standard people have decided upon, might be a good idea. Might be good to hear from Devin Night as well on this. With the directional lighting and static lighting in the dungeon tiles / maps, there's never going to be a perfect shadow for the tokens, because they can't react to that simulated light source. I'd rather go for a shadow that gives a sense of depth and leaves the problem of "which direction" to the user to overcome with suspension of disbelief. I've seen the "all around shadow glow" in the Marketplace, and I'm not a fan. It doesn't give any sense of height or depth. All of mine will have a standard 30% opacity drop shadow set at a 45 degree offset, then warped in Photoshop to give the illusion of depth--meaning, I warp the shadows to touch the "feet" of a given monster, then push the shadow away from the body to create the illusion that the body is higher off the ground than the feet are--which would be true if we were looking at something real. :-) I think Roll20 users will overlook that the shadow at X or Y place will not match up with whatever light source is painted on a map tile or with the light from Roll20's directional lighting. For me, it's 100% a better solution than the "all around shadow glow" look. As for updates, I'll keep them under wraps until the packs go live from now on. I should be able to put out a new set of packs every 10 days to two weeks after the first one goes live, so you won't have to wait long in between sets. I may include a teaser image at the beginning of each pack cycle so that folks know what's coming next, though--good idea there...! I fully intend to make it through all of the monsters in the D20 SRD, and those include Humanoids. For each Humanoid race, I'll make a pack representing the core classes (if they're normally playable races), and go wild with variations for the other ones (that are usually used as enemy NPCs). So I'll get there eventually. If my packs sell well, then I'll be breaking off of all outside client work to produce them non-stop for the Marketplace, which is pretty much what I'm doing right now to get the ball rolling! :-)