I'm a total neophyte when it comes to actual cartography, but I can usually figure out how to do things with math.
I've written this breakdown mostly for my own sake; summarizing things helps me understand them, and I'm in largely unfamiliar territory here. This process produces chromatic artefacts, and I'll probably end up using a different software suite for my procedural noise.
The Basic Layer Setup:
Color Group Pass Through (100% Opacity)
│
├ Sold Green, Masked Normal (64% Opacity)
│
├ Sold Green, Masked Vivid Light (64% Opacity)
│
├ A Reflectivity Map for Smudged Glass, SO'd & SF'd Soft Light (32% Opacity)
│
├ Solid Blue, Masked
Fine Terrain Group Pass Through (75% Opacity)
│
├ Low-Opacity Scribbling w/Blurred Layer Mask
│
├ Brightness and Contrast Adjustment Layer
│
├ Cloud → Difference Cloud → Difference Cloud, SO'd & SF'd
Coarse Terrain Group Darker Color (100% Opacity)
│
├ Greyscale Blurry Heightmap w/Mask Vivid Light
│
├ Cloud → Difference Cloud, Converted Into a Smart Object and Murdered w/Smart Filters
Geometry Group Not Visible
│
├ Black and White Outline of Primary Terrain, Processed w/Gaussian Blur & Tuned w/Dodge & Burn Hard Mix
│
├ Cloud → Difference Cloud
The Smart Filters:
Coarse Terrain Group Cloud Layer
│
├ Watercolor
│
├ Palette Knife
│
├ Cross Hatch
Fine Terrain Group Cloud Layer
│
├ Cutout
│
├ Watercolor
│
├ Paint Daubs
Color Group Smudge Layer
│
├ Cross Hatch
│
├ Watercolor
The Final Tweaks:
Merged Image Lighten (100% Opacity)
│
├ Effects Pattern Overlay
│
├ Smart Filters Poster Edges | Crosshatch | Dark Strokes | Palette Knife
Merged Image Normal (100% Opacity)
│
├ Effects Pattern Overlay
│
├ Smart Filters Poster Edges | Crosshatch | Dark Strokes | Palette Knife
Comments
This is essentially Dumont's coastline tutorial set on repeat, combined with some hacky edge tracing and posterization via Smart Filters, under a few texture overlays for "authenticity." The fake heightmap effect looks like a moon, and it isn't quite controllable enough for my tastes.
I think I can improve the fake heightmap by going one level deeper with my layer groups, but I haven't sussed out the most efficient way to do it. I've been experimenting with a system where I use gradients as elevation brushes, interjecting layers of soft topology between the higher frequency noise, but it isn't as controllable as I want it to be.
Marshy Coast.jpg