Using tints for art compatibility (high level map design) Hello everyone! Been a while since I last posted on the forums... been actually feeling conflicted about a problem with roll20, one that I will discuss on this trick. Keywords: high quality map design, art compatibility, variety, tints. What is the problem? For someone who loves graphical design and aims at creating truly beautiful maps, using assets from different art packs can create an amateur look that I hate; using tints can also be problematic in creating this amateur look. Fortunately there seems to be a nice fix that GMs can implement easily! Still interested? I will enter into some finer details of graphical design in this post, but for those who do not care about understanding the trick's reasoning - here is a list of the bulletpoints of how to use this trick, by Blue64: <a href="https://app.roll20.net/forum/permalink/7387029/" rel="nofollow">https://app.roll20.net/forum/permalink/7387029/</a> A graphical example seems like a good starting point to discuss the topic: A map featuring Gryphin flying over a waste. I would say that the art used mostly feels ok. But the wooden textures seem to not fit the map, the boulders too. Honestly I was running into this kind of problem and coming short of an answer way too frequently. I was not considering one factor: not always is the art itself the problem, but my choice to use/not use tints and how it affects the art, making it feel like it does not fit together. Let me go into more detail: The griphyn might have a different art style than the landscape, but considering those are different classes of elements it feels ok, one is the environment, the other the active enemies. Can't really say the same for the boulders and trees compared to the rest of the landscape, here it just does not fit in a more glaring way. Their textures seem off and colours just seem too glossy, and they have lines that are more defined than they should it seems - this problem is often created by not using tints on objects right next to tinted assets. The filters apply something like a colored wrapper over the art assets, which changes saturation in art assets, impacting strongly how lines, shadows and textures feel. Something that also came to mind: pure black tint does not have the same effects as pretty much all other tints, so I think it should also be treated as a "problematic tint". My points is: choosing tints is important but in more ways than I used to think. It can create variety but can also impact harmony and quality of the maps... So what I started doing is using tints on everything and not using pure black tint. Created a few macros so that I didn't click myself silly, and the results seem to be much better. It makes a big difference to me, as it keeps art consistent, even while using the advantages of tint recolors. It also helps bring art from different artists closer - by hiding some of the high variance details like finishes for texturing. An example of this applied to the map: Using tints on all background objects created a consistent look, creating the feeling of a dusty, sunny landscape. This fixes so many maps for me, and finnaly gives me the freedom to combine many assets with ease, without ending up with glaring artsyle shifts. I know many would not care a lot about this, many would not even say it is a problem. But I have struggled many times with maps where it just did not fit, in ways that seemed so though for me to change. I hope this wasn't too confusing/boring. Just trying to help roll20 GMs with the art of map design and role-playing in general. For me great art is essential, so I thought I would take the time and bore some people with this - some might be bored in a good way haha All the best, gui8312 Note: The art above uses assets from Gabriel Pickard and Devin Night -- great artists that have made the effort of creating huge libraries in the same art style... big thanks to them!