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Thread: [WIP] World of Aduhr

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  1. #1

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    This is really starting to come together. Yeah its a little rough right now, but that's what the high-res stage is for. What really stands out for me is the way the mountains in the middle wrap around into that curve as they change directions a bit; it can be headache-inducing to get right, but it really looks like it flows naturally.

  2. #2
    Guild Artisan Charerg's Avatar
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    Question Elevation Tutorial (of sorts)

    Once again, it’s been a good while since the latest update. With the elevation map, I decided to postpone work with the high res map of Central Eocidar, and instead expanded the area I'm working on to include all of C. Eocidar, since that makes for a more natural boundary in terms of drainage basins. I’ve also done some work on updating the tectonics as well as the coastlines of some continents, so I’ve been sort of working on three things.

    As there’s been some interest in a more in-depth look at how to produce the elevation maps, I thought I’d post one technique I use that is a relatively quick way of creating a reasonably detailed height map. For this, I’m going to work on the large island east of Eocidar that keeps switching its name (at present it’s called Dealenos).
    Cpt 01.PNG

    For this technique, it’s crucial to have an established scale explaining what each RGB value corresponds to in terms of elevation. In my case, the scale goes in 25 m intervals (though now that I’m using Gimp 2.10 I could use a more detailed 16-bit scale, I’ve decided to stick to my old 8-bit scale for now).

    • 0 RGB: -150 m
      1 RGB: -125 m
      2 RGB: -100 m
      ...
      6 RBG: 0 m
      ...
      255 RGB: 6225 m

    The basic idea is to generate clouds and then tailor them to represent specific elevations, which are then painted onto the map, starting from low elevation and moving upwards from there. So Filters->Render->Clouds->Plasma (or whatever method of generating random clouds you prefer) and create some clouds.
    Cpt 02.PNG

    Next up, desaturate the cloud (Colours->Desaturate->Desaturate) and scale them to represent the lowest elevation levels with Colours-Levels. Since I want this layer to correspond to elevations between 0 and 150 metres, I’ll set up the output to 6 RGB min and 12 RGB max.
    Cpt 03.PNG

    Then set the layer mode to Lighten Only and add a black layer mask (making the layer fully transparent). Pick a nice cloud brush or scatter brush (the exact settings and opacity are at your discretion) and start erasing the mask.
    Cpt 04.PNG

    Once you’re happy you can apply the layer mask and optionally add a “Land Mask” so you don’t end up painting over the ocean (which you probably don’t want to do).
    Cpt 05.PNG

    Then you can apply the land mask and merge your new layer down. Now might be a good time to check how the map looks like converted into coloured elevation:
    Cpt 06.PNG

    From this point onwards, it’s essentially rinse-and-repeat with progressively higher elevation levels. Remember that you can always re-generate layers as necessary (or modify them individually, if you create an actual layer stack instead of keeping everything merged into one layer, which is an alternative method), as well as manually paint and blur the elevations as necessary. I tend to mix the various techniques pretty freely. If you wanted to quickly create the elevations for a large area, you could work on an entire continent (or even a world) at the same time, and progressively add layer after layer with increasingly higher elevations to quickly create a reasonably good height map while still maintaining a much better level of control than if you were to simply generate some clouds and use those straight up as the de-facto elevation map.

    Here’s my island after adding the next two layers (150 to 300 and 300 to 450 metres), as well as some manual modifications (blurring things together and so forth).
    Cpt 07.PNG

    And after yet another two layers (this time I increased the interval: 450 to 600 and 600 to 900), and of course further blurring and other minor modifications.
    Cpt 08.PNG

    (At about this point I realised I had my eraser tool set to use the “hard edge” setting . And here I was wondering why things seemed so jagged and required quite a bit of manual blurring. Whoopsie…)

    And after the layers 900 to 1200 and 1200 to 1500:
    Cpt 09.PNG

    With the base topography more-or-less done I switched into manual modification with just smooth brush for the most part, lowering areas here and there, making the ridges of some mountain ranges sharper, lifting some areas up and so forth. This is what I ended up with (perhaps not quite final, but close).
    Cpt 10.PNG

    Hopefully this gave some insight and ideas if you’re struggling with creating your own fictional elevation maps. I figure I might as well use this post for something of an update on my progress with Aduhr as well.


    So, here’s how the low-res map of Central Eocidar looks at present, with the western margins largely done. The red line denotes the northern boundary of the area I’m working on, bounded by the northern arm of the Trans-Eocidarian rift as well as the Neyhra Trough (an aulacogen).
    C_Eo lowres.png

    As a bit of a sneak peek into the updated tectonic model, here’s this region of Eocidar at c. 100 Mya, when Dealenos and the northern landmass of Neraduhr begin to diverge from Eocidar.
    Initial Breakup.png

    Some of the coastlines are still fairly WIP in the above (as I mentioned I’m reworking quite a few of them). Here’s how the situation looks like around 75 Mya, close to when the ridge between Dealenos and Eocidar becomes extinct.
    Complete Breakup.png

    So, that’s it for this update. There’s more to come in the hopefully not-so-far-away future. Feel free to ask any questions/provide feedback and have a mappy February!

  3. #3
    Guild Artisan Charerg's Avatar
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    Well, rather more time has passed than I planned for this to take, but I've finally managed to finish the low-res map of Central Eocidar. As mentioned in my previous post, I decided to cover the whole area rather than just the southern half. Central Eocidar in general was a relatively ill-defined area and has been somewhat problematic in the past as well, when it comes to the details of the topography. It took me a long while to come up with something I'm happy with, but now that the layout has finally been ironed out, hopefully doing the high-res map will prove to be less troublesome.

    Here's the low-res upscaled in resolution and almost straight out of Wilbur:

    Central Eo Azel.png

    Central Eo Char.png

    As usual, feedback is welcome, and hopefully the next update will come up bit sooner than half a year from now !

  4. #4
    Guild Artisan Charerg's Avatar
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    Default Central Eocidar finished

    Ok, time for another update (it seems I make these on a roughly biannual schedule). I finished up the elevations for Central Eocidar, here are the results.

    Elevations:
    Central Eo Final.pngCentral Eo Azel.png

    And something of an unusual gradient (this is the "Tropical Colours" shipped with GIMP) along with bump mapping, as a bit of a test:
    Central Eo.png

    So, after a rather longish process I finally managed to get that portion of the map done. In hindsight, I think skipping the initial low-res stage was probably a mistake, the process really could have benefited from more concepting, in terms of spending less time revisioning the layout in the mid-res stage. Also, I guess I probably spent more time fiddling with all the minor details than I really should have, given that this took me roughly two years, whereas the previous segment (Akanrias) was done in a month! Oh well, it's a much bigger area than Akanrias as well I guess.

    Anyway, with Central Eocidar now complete, that's 2/3 of the continent done, only leaving the final segment (Menorias) before the whole continent is finished! Although I might also sculpt the elevations for the polar landmasses before moving on to the climate phase (my plan being to first build the elevations, then the climates, on a continent-by-continent basis). However, before I get started with that, I'll post some extra content about Central Eocidar (tectonic boundaries, average elevations etc.) and I might even make a general tectonic update.

    Hope you like the maps and looking forward to any feedback!
    Last edited by Charerg; 04-13-2020 at 04:10 PM.

  5. #5
    Guild Member Facebook Connected Ryan Pourchot's Avatar
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    Looks amazing Chareg! The last one with the tropical colors us oddly appealing.
    The central part looks like it would be arid. Due to the mountains on both coasts cutting off the moist air currents from the ocean maybe?

    Good work always.

    Sent from my SM-G930V using Tapatalk

  6. #6

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    This is incredible and a huge inspiration! The tropical colors certainly make the highest elevations pop!

  7. #7
    Guild Artisan Charerg's Avatar
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    Quote Originally Posted by Ryan Pourchot View Post
    Looks amazing Chareg! The last one with the tropical colors us oddly appealing.
    The central part looks like it would be arid. Due to the mountains on both coasts cutting off the moist air currents from the ocean maybe?

    Good work always.

    Sent from my SM-G930V using Tapatalk
    I guess the smoother transitions between colours in the "tropical gradient" makes it a bit better looking with a seamless elevation map (reminds me a bit of colour schemes used in real-world topographical maps, like this one). The central and western parts of the continent are indeed bound to be very arid, though especially the central region has a very large drainage shed, resulting in some major river systems and a vast lake in the basin. In the geological past of this world, it is envisioned that the present-day endorheic basins of Central Eocidar were vast internal seas connected to the ocean. After more recent tectonic developments closed the connection with the ocean, the seas have mostly dried away (leaving massive salt deposits behind) and C. Eocidar has become a very arid landscape.

    And I guess that's a good step to move on to the map of tectonic and geologic features:
    Central Eo Tectonics.png

    The bright blue (subduction), red (divergence) and green (transform fault) represent the present-day boundaries of the Eocidarian plate and the Umeakar micro-plate. The old aulacogens (Great Akanrian Trough ~140 Mya, Neyhra Trough ~95 Mya) are drawn dark red. The major (recent) flood basalts have also been marked, of these, the Andauban and Aemarike LIP are 100-80 Mya old, whereas the M'tuwi is an active hotspot.

    The dark yellow represent recent (50-0 Mya) sutures between the main Eocidarian landmass and major terranes (these collisions, alongside with the eruption of the M'tuwi flood basalt, were responsible for closing the central basins of the continent). Bright yellow marks the Ilanga Fault Blocks, a region with distinctive basin and range topography (formed 160-140 Mya alongside the Great Akanrian Trough).

    The orange lines, on the other hand, approximately mark the sutures from the assembly of the ancient supercontinent Panwara, resulting in the Pan-Eocidarian Orogeny (of which the central plateaus and eroded mountain belts are remnants). The assembly of Panwara isn't exactly dated since I haven't built my tectonic model that far back, but I envision it to have occurred perhaps 400-350 Mya.


    And I think that is sufficient coverage for one post. I might post something a bit more detailed about some of the tectonic events like the history of the "Eocidarian Cordillera" (as I've dubbed the western mountain belt for obvious reasons), and maybe some short vids/gifs of the tectonic model as I keep updating it. Glad to hear that this has been inspiring some further forays into fantasy tectonics and all that, keep up the good work and thanks for the feedback !

  8. #8

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    Quote Originally Posted by Charerg View Post
    I might post something a bit more detailed about some of the tectonic events like the history of the "Eocidarian Cordillera" (as I've dubbed the western mountain belt for obvious reasons), and maybe some short vids/gifs of the tectonic model as I keep updating it. Glad to hear that this has been inspiring some further forays into fantasy tectonics and all that, keep up the good work and thanks for the feedback !
    Definitely do this if you get a chance--would be super interested to see what you've got!

  9. #9
    Guild Artisan Charerg's Avatar
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    Quote Originally Posted by MrBragg View Post
    Definitely do this if you get a chance--would be super interested to see what you've got!
    Here's a bit of something, a gif of the supercontinent Panwara breaking apart (this covers a period from 160 to 60 Mya). Many of the coastlines for the eastern continents are being revised (and to a degree already have been revised but not quite updated to the tectonic model), so in some places the coastlines are notably "off" here (namely with Anapar, the part between the Ngabre Craton and Akanrias). There are a few other things off, like the location of the EASZ (East Akanrian Shear Zone), which I've changed since creating the elevation map for Akanrias (and the region will eventually undergo a bit of an update).

    Panwara_breakup.gif

    But the .gif gives shows pretty well how crustal extension along the Akanrias-Eocidar boundary results in the creation of the Great Akanrian Trough and the Ilanga Fault Blocks, as well as the Meiana Block being separated from the mainland and the formation of the Elebrion Fault.

  10. #10
    Guild Adept Harrg's Avatar
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    Grayscale map is my favorite yours map style. Sometime I whant stole it to play with texturing.

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