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Thread: January 2011 Challenge: The Coreroads of the Bergan Dwarves

  1. #21
    Guild Master Facebook Connected jtougas's Avatar
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    Looks great !!
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  2. #22
    Guild Adept moutarde's Avatar
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    Regional inset is now fully coloured. Colouring is fun, especially when you don't have to worry about staying between the lines I think I'll probably some sort of drop shadow under the tunnels to give it some more oomph. Just need to figure out how to do that without layer styles, and without ruining the colour on top.

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  3. #23
    Community Leader Jaxilon's Avatar
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    What about laying down a stroke around those tunnels and then blurring them away from the inside. That would give them some depth maybe?
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  4. #24
    Guild Adept moutarde's Avatar
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    I've tried a few things, but the best so far is a airbrush, watercolour, scatter, dual, texture (and some others I think?) 50% grey with low opacity and flow, with the layer set to colour burn. Gives it a nice rough brown glow that pretty much leaves the colour intact. I should be able to upload a wiped with that tomorrow.

  5. #25
    Guild Adept moutarde's Avatar
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    This is what I've got going on for outlining the tunnels a bit more. It passed the wife test, so I'm pretty happy with it
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  6. #26
    Community Leader Guild Sponsor Gidde's Avatar
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    Aesthetically that looks really good, but then when I try to actually read the map it kind of optical-illusions my eyes a bit. I'm having trouble telling which sections are big rooms which are part of the tunnels and which sections are big spaces that aren't part of the tunnels. maybe a really light shading of that same color filling the actual tunnel rooms would delineate the positive/negative space better? I mean, when I really look I can tell what's going on but it still keeps trying to flip-flop on me in my brain.

  7. #27
    Guild Adept moutarde's Avatar
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    Thanks Gidde, that's a really good point. It didn't even occur to me, even though I sort of had the same problem while drawing it! I'll add some cross-hatching to the caverns and that should fix it right up

  8. #28
    Guild Adept moutarde's Avatar
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    Small update with cross-hatching added into the caverns. I didn't really want to have the danger colours go from green to red, but the yellow isn't reading very well at all, so I think I might have to change that. This also shows my first stab at a few of the caverns that have pools in them, but I really don't like them right now. Not sure where I'm going to go with those.

    tunnel burn test.jpg

  9. #29
    Community Leader Guild Sponsor Gidde's Avatar
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    The cross hatching really helps, I can tell where the tunnel rooms are now. Not sure about the pools, but I agree that they need something. I'll think about it too

  10. #30
    Guild Adept moutarde's Avatar
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    Finished colouring all the tunnels, started in on the labels and added a legend. Also decided to splash a bunch of colour to show the whole of the underground sea, rather than just the parts that are easily accessible. I think it's working better than the original little blotches, but I'm still not entirely sure about it.

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