Hi again, map affectionados!
I know I ought to start writing the next part of my novel, but I'm in the middle of a bit of a map-making spree at the moment. While refining Theia's climates to fit the Köppen model, and later reworking my inhabited continent map to match, I had tweaked my height map to give me a much better-looking system of rivers and peaks.
The area most impacted by this was my Eastern Highland region - a temperate eucalypt rainforest dominated by the mighty Vaerenbergh river and its many tributaries. The Vaerenbergh was still there - but this time, it meandered a lot more satisfyingly across the terrain, instead of simply being a great cluster of V-shapes caused by a too featureless heightmap. This forced me to re-draw the political borders of the region, however - and made it neccessary to re-create the local map of the upcoming setting of my next novel part: The Duchy of Vistenia.
Previously, Vistenia had been but a Countship, with but a single large town as its capital, but with adjusted borders, climate, and population numbers, the new version had grown to support a larger urban population, making it qualify as a Duchy.
My first map of the region was this one:
Vistenia-old-version-compressed.jpg
In this series of country maps, I simply zoomed in on my continent map in Photoshop, traced the water contours by hand with my Wacom, then used StarRaven's Sketchy Cartography Brushes to fill out the details. It gave me a nice hand-drawn look, which I imagined to fit the setting's technology level. There were some challenges, however. As you can see, the rivers are way too wide for scale. With the whole map showing an area of 450 x 510 km, the main tributaries are like great fjords, ranging from 2 to a whopping 9 kilometers from bank to bank, while the "tiny streams" are five hundred meters wide. Even the Amazon is rarely wider than 5 kilometers near its delta, and it has a far larger watershed than this upstream portion of the Vaerenbergh. Some of this could easily be attributed to cartographic exaggeration, but the fjord-rivers are just too immense to make any sense. I should have made them into fertile valleys instead, and re-drawn the rivers on a lot smaller scale.
I didn't feel like starting over and stamping everything back, one brush-click at a time. I had just gotten better at refining the height maps and using the various functions of Wilbur, so I decided to go that route, and see if I could make a more realistic, atlas-style map of the region.
Using BenVista's PhotoZoom Pro 6, I enlarged my continent height map to 2000%. Now, the resulting 60800 x 108480 pixel png file was a bit too large to start running through Wilbur - my old HP Z820 workstation still has a few muscles, but its starting to show its age - so I cut out a 10103 x 7213 pixel chunk of it and got to work.
Let me tell you - refining that height map took a while. I drew some extra height layers using Mbartelsm's wonderful mountain brush, to give it some added texture in the right places. I added the fault line going through the area with an extra Screen layer, then kept merging and refining, tossing it back and forth between Wilbur and Photoshop for countless iterations of Precipitation-based Erosion and various blur widths of Incise Flow.
As a side note: I kept an eye on Wilbur's resource use with Task Manager. Interestingly enough, when calculating the river systems, the program managed to utilize 96-98% of my CPU power, which is impressive, considering how it spread the load across all of my 16 Xeon cores. When doing precipitation erosion passes, however, it used the GPU, and here it trudged along, never using more than 14% of my single GTX 1080 Ti and about 4% CPU.
In the end, I had a height map I was quite satisfied with. Nice, wide valleys, with rivers meandering about along their bottoms. The fault line looked good. I had a cool, deep canyon in the northeastern quadrant, and mountains awash with ridges and valleys. For a region drenched in the evaporated waters of the Shimmersea both summer and winter, it looked good to me. :)
I was curious how Vistenia would look in three dimensions. Unfortunately, Wilbur crashed as soon as I tried to turn on the 3D Preview Window, but after scaling the map down a few notches, I managed to get a quick peek:
Vistenia-3D-exaggerater(800).JPG
The height level is obviously exaggerated to give me a more dramatic view. :)
I put the 16-bit height map into Photoshop and created a Gradient Map adjustment layer, trying to simulate the difference between fertile valley bottoms, forested slopes and ridges, and grass-and-moss-covered mountainsides. I exported a light map with an Azimuth of 279 and Elevation of 30 from Wilbur to give the gradient map some texture, as well as a few white-on-black River Flow maps, which I traced at various widths. That gave me this result:
Vistenia-satmap-gradient-and-rivers-compressed.jpg
It was a pretty good start, but still not very satellite-like. How could I refine the map to give me a better texture?
Turned out, 3D was the answer.
I was still curious about how to get my height map visualized in 3D better than what Wilbur could do. While googling, I came across a link which led me back here, to Naima's post from 2016 about a piece of software called Grand Designer. I had to try it out. At first, I had fun importing the Theia world heightmap, taking great pleasure in finally seing the ring shadow projected properly on the world. Unfortunately, I found no way of uploading my own texture; I had to try and recreate things using Grand Designers tools for temperature, moisture, sediment and vegetation - which didn't work on the same level of realism as Azélor and Charerg's climate models.
I just had to try one more thing before putting it away. I imported my Vistenia height map, and unfolded it back from a globe to a flat surface. Here, the sediment tool worked wonders. I could adjust the amount of sediment in cavities, sediment on slopes, and limit it by height, giving me a wonderful way of figuring out just what areas would be fertile ground for Vistenia's thick forest cover. With the Vegetation tool, I could differentiate between the lowland eucalypt forest and the high, cool rainforest dominated by moss-crusted pines, simply by adjusting the Growth by slopes and Growth by height sliders.
Here's a snapshot from Grand Designer, from when I was still toying with the settings (and exaggerating the Input Scale/Amplitude again for dramatic effect):
Render-Vistenia_003.png
When I had the result I wanted, I exported a high-res BaseColor map and Ambient Occlusion map from Grand Designer and put them into Photoshop. I found out that Grand Designer had kept the width of the files at their original 10103 pixels, but truncated the height to fit a 2:1 scale - to wrap it around a globe. I had to stretch the maps back to size, but at this resolution, I found the loss of quality to be negligible.
So, this is where I am at the moment, after blending all my various layers:
Vistenia-satmap-WIP1-compressed.jpg
(The attachment is exported at 6% quality to fit the forum size limit.)
As it is, Vistenia is divided into nine Baronies, grouped into three competing Countships, nominally united under a single Duke. It's got a population of 201747 adults and 118176 children, ruled (and fought over) by the 7842 adult members of the warrior caste, living in their Baron's castle. The farmer caste lives on collective farms, the laborer caste live in various labor camps near natural resources, the artisan, trader and a few of the priest castes live in the towns, while the rest of the priests, a few farmers and the elderly of all castes raise the next generation in creches, children's homes and youth homes.
I've calculated the number of 200-person collective farms that each barony needs to sustain itself, and placed them on the map. A little research gave me an average medieval farmland area of a square mile per 125 people, so tweaking it a bit to account for the terrain, I selected each farm and expanded it by roughly 25 pixels, using it to mask in a nice color-corrected farmland texture. I've also turned the rivers brown, to account for the sediment, and placed other settlements, such as castles, towns, creches and children's homes. I still have to place the 146 youth homes and draw roads, as well as create a legend before this is done. As it is, the scale of the map is approximately 570 x 412 km.
What more should a map like this include? I've got the barony borders down, but there are also countship borders, that group the baronies together. I also imagine that there would be a few more military installations for the warrior caste to control their land, in addition to their Baron's castles - things like watchtowers and such.
I also wonder about the glaciers. I've noted that Greenland glaciers can be as wide as 8 kilometers as they lie nested between the mountains of the coast. I've tried to fill my high mountain valleys with ice by using Levels and a sharp Gradient Map over my height map layer, moving the border down and filling in step by step, but it's been a time-consuming process, and somehow, I feel that my "rivers of ice" have ended up a lot narrower than I wanted them.
If anyone has any idea or suggestion on how I can improve the glaciers, or have any other input, comment or criticism, please let me know! :)
-Niels