Page 12 of 14 FirstFirst ... 2891011121314 LastLast
Results 111 to 120 of 134

Thread: [WIP] Building a world from tectonics onward

  1. #111

    Default

    Quote Originally Posted by Caenwyr View Post
    abso-effing-lutely gorgeous.
    This is pretty much my favorite compliment ever, so thanks for that

    You're also 110% right about the framing. In an earlier version no land masses were split and all was happy, but then I got the urge to start messing with tectonics and new continents came about and... well you see where we ended up. Now that I've likely exhausted my appetite for major changes, I'm going to do exactly what you suggest and rotate the whole thing so that no major landmasses get split.

  2. #112

    Default

    Only took >1 year, but I've finally taken a stab at a "satellite style" texture map. I have basically no idea what I'm doing and can only stare at this for so long before going slightly nutty, so figured I'd post my current WIP here to see what more discerning eyes think.

    ox_sat.jpg ox_clim.png

  3. #113
    Guild Artisan Turambar's Avatar
    Join Date
    Jan 2022
    Location
    Washington D.C.
    Posts
    571

    Default

    Quote Originally Posted by MrBragg View Post
    Only took >1 year, but I've finally taken a stab at a "satellite style" texture map. I have basically no idea what I'm doing and can only stare at this for so long before going slightly nutty, so figured I'd post my current WIP here to see what more discerning eyes think.

    ox_sat.jpg ox_clim.png
    I think it looks good, but the uniformity of the green is too consistent. There should be more areas of subtle variation even if the climate across the continent isn't that varied.

  4. #114
    Guild Journeyer Tiluchi's Avatar
    Join Date
    Sep 2016
    Location
    Davao, Philippines
    Posts
    212

    Default

    Cool to see our worlds are at similar stages! I'm not sure if this is the best way to do it, but what I did for a "natural color" map was use a very high-resolution satellite image of Earth and sample the colors of areas with the same climates. After that it was lots of overlay brushwork and the smudge tool to make it look a bit more "natural", and playing with levels until I liked the color scheme.

  5. #115

    Default

    Quote Originally Posted by Turambar View Post
    the uniformity of the green is too consistent
    Yeah, this was kind of my worry as well. I based the amount of variation on what there seemed to be in a similarly sized region of NA that has similar climates, but if it comes off as too uniform I can try to add in more medium frequency differences. Thanks for the suggestion, I'll see what I can do

    uniform.png

    Quote Originally Posted by Tiluchi View Post
    Cool to see our worlds are at similar stages! I'm not sure if this is the best way to do it, but what I did for a "natural color" map was use a very high-resolution satellite image of Earth and sample the colors of areas with the same climates. After that it was lots of overlay brushwork and the smudge tool to make it look a bit more "natural", and playing with levels until I liked the color scheme.
    Your recent update may have been what motivated me to get my act together and finally finish this draft! I mostly built these textures from satellite images, but it was a bit of a challenge to get things to have a uniform and reasonable amount of "noisiness" and not look either too similar or too different in terms of color and high/low-lights. I never thought topography would be the easy part

  6. #116
    Guild Adept Peter Toth's Avatar
    Join Date
    Jan 2018
    Location
    Port Development, British Columbia, Canada
    Posts
    252

    Default

    Hi MrBragg,

    I don't know what degree of realism you're aiming for, but in the past I've used Arsheesh's tutorial at http://https://www.cartographersguil...heesh+tutorial. You might have to tweak the gradients to produce more variation in colours, however, but overall I was rather satisfied with this method. Tiluchi's method will probably yield more realistic results, but I still recommend Arsheesh's just for comparison.

    Looking forward to the final product!

    Peter

  7. #117

    Default

    Thanks Peter, I actually messed around with Arsheesh's method a long time ago and could never get results I was happy with. Others have gotten it to work really well, so the problem is clearly not with the method

    For a second stab at this I took everyone's advice and tried to break up the monotonous expanses of single texture with more climate-appropriate variability. IMO it's an improvement, but as always I'd be very curious to hear others' thoughts and opinions.

    ox_sat2.jpg

  8. #118

    Default

    Very nice work! It looks excellent. Do you plan to add shadings on the seas to make the continent pop more?

  9. #119

    Default

    Thanks Ilanthar! The oceans are definitely on a to-do list, somewhere...

    In the meantime, I've taken a stab at another continent that has a bit more biome variance to see if the variation here looks any better.

    southPole_sat3.jpg southPole_clim.png

  10. #120
    Guild Adept Peter Toth's Avatar
    Join Date
    Jan 2018
    Location
    Port Development, British Columbia, Canada
    Posts
    252

    Default

    Looking better with every post, MrBragg! One suggestion though: maybe use a lighter shade of green for the forests, alternating with a little yellow for the rain shadows, if you've defined them.

    Other than that, the rendering looks gorgeous. The icecap on the southern tip of your continent looks very lifelike. Process, if you would share?

    Peter

Page 12 of 14 FirstFirst ... 2891011121314 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •