Page 14 of 32 FirstFirst ... 410111213141516171824 ... LastLast
Results 131 to 140 of 315

Thread: WIP: unnamed Earh-like planet

  1. #131
    Guild Member Akubra's Avatar
    Join Date
    May 2014
    Location
    Belgium
    Posts
    88

    Default

    Groovey, thank you so much for that long explanation! Very interesting stuff!

    As explained in my own thread, I don't have the opportunity to contribute much this week. Next week I'll try to write a longer reply to your question. Right now I can say that, apart from the Polynesian/Aboriginal "feeling", I haven't thought much about the conlang I'd like to construct. I have a few ideas, but they are still very vague, and I'm not really sure they are feasable.

    Also, I haven't had time to order my thoughts about the historical stuff I wanted to ask you. I hope I'll have time for it next week. Otherwise it'll be for the second half of August. We'll see when it's possible.

    Cheers - Akubra

  2. #132
    Guild Adept groovey's Avatar
    Join Date
    Apr 2014
    Location
    Spain
    Posts
    256

    Default Height-map

    Hello everyone, I got my first full go at the height-map ready and I'd appreciate some feedback because I keep staring at it not being very sure of what more does it need (again, credit to Pixie for the color palette).

    03. Height (23-07-14).jpg03. Height (23-07-14) with boundaries.jpg

    I tried to add few random little small 1000-2500m fragments, but I don't know, I think I'd need a few more, but when I drop some in land, and not close to the coast, they just look sad and ugly and out of place, so I don't know what to do about it.

    So in what state would you say the map is, does it need fixes or is it good to go?

    One thing that worries me is the implications of the height-map when it comes to deserts. I don't care where deserts will happen in most of the world, but I'd need at least the north bit of Swëfendlëa and a part or Arlia NOT to be desertic, so as it is right now, are you able to suspect if I'd get deserts there? From what I gathered, deserts depend mostly on latitude and rain shadow on mountain ranges, so I'm a bit afraid about how the mountain ranges in those two areas will affect the climate.

    Thank you for reading.

    @Akubra, don't worry, take all the time you need, I'm not going anywhere, I got no job and no vacation for me this summer, so I'll be here when you're back.

  3. #133
    Guild Artisan Pixie's Avatar
    Join Date
    Jan 2014
    Location
    Lisbon
    Posts
    939

    Default

    No need to give me credit for the color palette, I just took it from this map:
    srtm30plus_hilldhading_B_overview_res10km.jpg

    Which I am also posting so you can take a look and compare by yourself.

    In the middle of continents, any mountains/highlands would have been eroded for a long time - thus, they may not be a continuous shape, but small bits in an area. Maybe that will work better in places.

    There is one area where I think some mountains are needed for scientific plausibility. Just like with akubra's map, you have a continent rifting. When that happens, mountains tend do form on both sides of the rift. So, the area where Arin Ascanta is breaking away should have some elevated terrain.

    Overall, however, i think it is going fine. More highlands aren't necessarily needed apart from the northeastern side of the map. Most of your continents look like solid old cratons.
    Last edited by Pixie; 07-23-2014 at 08:22 AM.

  4. #134
    Guild Adept groovey's Avatar
    Join Date
    Apr 2014
    Location
    Spain
    Posts
    256

    Default

    Thanks for the feedback Pixie.

    03. Height (25-07-14).jpg03. Height (25-07-14) with boundaries.jpg

    Well, about the rift btw Acantä and Arin Ascantä, since most of the boundary is transformation, I wasn't sure if I had to add elevation just in the divergent bits or also in the transformation bits, for now I just put elevation in the divergent bits, and also added a lake in one of those bits, inside an elevation bit.

    Let me know if I have to add elevation to the transformation bits of the boundaries

    I also added a few light green bits of elevation but I don't want to overdo it, so I'll probably leave it as it is.

    I don't understand exactly what you mean about the continents looking "solid old cratons".

    Just out of curiosity I also tried the clouds rendering filter on the 0-1000m level so it's not so plain, but I guess it defeats the purpose of the color code system.

    03. Height with clouds render (25-07-14).jpg
    Last edited by groovey; 07-25-2014 at 07:09 AM.

  5. #135
    Guild Artisan Pixie's Avatar
    Join Date
    Jan 2014
    Location
    Lisbon
    Posts
    939

    Default

    Hey groovey. Looks nice as it is. If you keep each elevation level in a separate layer you can later color in shades of gray and use Wilbur for local erosion (river making). But for now, I wouldn't go into that.

    The clouds trick gives it a a little more plausibilty when zoomed out, but you are right, it defeats the purpose of a proper elevation map. What you can do is use the filter as source for a selection in order to add a bit more random regions with elevation above 1000m.

  6. #136
    Guild Adept groovey's Avatar
    Join Date
    Apr 2014
    Location
    Spain
    Posts
    256

    Default

    Thanks Pixie.

    Very interesting about the Wilbur stuff. I tried some tutorials in the past and I never quite made it, but now that I got a more solid height-map, I might try it, though I'm not sure I'm familiar with your technique. Does it also generate the lakes too? I do keep each elevation range in a different layer.

    Good idea, using the clouds version to add more randoms bits of light green. Will try it soon.

  7. #137
    Professional Artist Naima's Avatar
    Join Date
    Mar 2010
    Location
    Italy
    Posts
    1,584

    Default

    Quote Originally Posted by groovey View Post
    Thanks Pixie.

    Very interesting about the Wilbur stuff. I tried some tutorials in the past and I never quite made it, but now that I got a more solid height-map, I might try it, though I'm not sure I'm familiar with your technique. Does it also generate the lakes too? I do keep each elevation range in a different layer.

    Good idea, using the clouds version to add more randoms bits of light green. Will try it soon.
    Yes. Can generate lakes , calculate erosion by precipitation and flow , it can be tricky to make it look right but its the best available around for what I know.

  8. #138
    Guild Adept groovey's Avatar
    Join Date
    Apr 2014
    Location
    Spain
    Posts
    256

    Default

    Awesome, but then how do you bring back the Wilbur info about rivers and lakes to an editor like Photoshop? Have you tried it? EDIT: I read your own WIP thread so I know that you are in the way working on a process from FT and all the way Photoshop, so nevermind! I'll wait and see what you do with your WIP.
    Last edited by groovey; 07-28-2014 at 11:42 AM.

  9. #139
    Guild Artisan Pixie's Avatar
    Join Date
    Jan 2014
    Location
    Lisbon
    Posts
    939

    Default

    Quote Originally Posted by groovey View Post
    though I'm not sure I'm familiar with your technique. Does it also generate the lakes too? I do keep each elevation range in a different layer.
    oh, I do it all by hand... because I am a freak

  10. #140
    Guild Adept groovey's Avatar
    Join Date
    Apr 2014
    Location
    Spain
    Posts
    256

    Default

    You're awesome, that's what you are.

    How I wish I had your hand and the skills attached to it.

    Well, again, you two have made me very intrigued about Wilbur, so at some point I'll try to find the tutorial I saw once that touched that subject, but for now, once I polish the height map, I'll go for winds, as I seem to recall that was the best next step? Because it doesn't matter if I do the rivers and lakes later on does it? Once I figure out other stuff?

    By the way Pixie, can't wait to see you working on your WIP again, as soon as you are less busy.
    Last edited by groovey; 07-28-2014 at 11:48 AM.

Page 14 of 32 FirstFirst ... 410111213141516171824 ... LastLast

Tags for this Thread

Posting Permissions

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