Sorry for taking so long between posts, I've been rather busy at the dayjob and home lately...
In the next step I just add a bit more bevel effects, but then I get saturated of so much building detailing and decided to continue with the water
So, I begin detailing the water. I start giving the general feeling of lights and shadows and throw some textured brush into it so that it doesn't look so plain (more texture to come later). At this point it's only general detailing so no big on details yet. The rules are as usual, deep water go dark and shallow water goes light, with the gereal exception of cast shadows (cliffs, bridges, etc). This is all that I'll do on the water at the moment, since I wasn't soppose to be working on it just yet (I cheated and skipped to it!). The color looks hideous (to my personal taste) and with too high a contrast, but that's to get fix a bit later on.
Why wasn't I suppose to be working on water yet? Well, because for me, switching between different areas before finishing them makes me lose focus on it, but sometimes is also important to let some areas "breathe" before continue working on them, especially when they are very extensive, because then I get bored/saturated and start skipping details or simply doing a not-so-good job because I just want to finish it and move on. That's when I stop working on the map for a day or simply jump into another "fun" area so that I can shake the stress out.
SagusClr07WIP.jpg
Once I dismiss the stress and sate my desire to look at a more complete map by doing the water, I go back to tedious building detailing
In this next step I detail 4 levels from bottom to top, leaving only the two topmost levels undetailed. Same bevel effect, also I start to give some highlighting to the ground streets mostly only on those areas that deserve highlighting (eyecatchers or important detailed areas). The map now starts to take on a finished look, yet this is just a bit over half way.
SagusClr08WIP.jpg
NEXT!: Water detailing