Last month, I published the Cave Entrance. I got lots of positive feedback, and decided to start working on some caves to go behind it. Rather than do my normal release approach of walls, floors and corners are different releases, I'm instead releasing a variety of pieces, but without the full set of possible pieces.
There are two textures that I've got in the dry caves so far. One for a soft rock that erodes smoothly, and one for a harder conglomerate that has lots of jumbly bits. Ive released here a bunch of walls and corners for the soft rock texture, and floors that fit the conglomerate texture. Next release I'll probably reverse this.
One big thing for me on caves was feeling like the caves still felt too structured because of how walls run at 90 degree angles to floors and such. An idea I hit on are the outcrop tiles, which you can set one pictured above. By adding some of these in, that intrude (or fall back) from the room, I think it can start to feel really organic. I plan on making a lot more of these in the future.
Finally, I strongly suggest you print each of these, as well as it's mirror. That gives more variety, and helps things look more natural.
For instructions on how to get started with OpenForge, we have a set of tutorials. Want to sell OpenForge prints? Want to use OpenForge designs in your product, check out the license FAQ.
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For each tile, print:
- The wall/corner/outcrop/floor
The tiles are in inch square basis (which matches most commercial printed tiles). If you want that size, print without changes, and print one of the inch bases. If you instead want 25mm squares (The historical scale of OpenForge), scale the floors on X and Y or walls on X, Y and Z by 98.4% and print one of the 25mm bases. Finally, if you want wyloch style tiles (1.25" per square) scale the X and Y by 125%.
Note: All bases for OpenForge are kept in their own thingiverse entry: OpenForge 2.0 Bases
The red-brown stone has a painting tutorial that can show you how to get a similar effect.