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Thread: City Mapping.

  1. #21
    Guild Journeyer Facebook Connected darcycardinal's Avatar
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    Great work zhar2,

    I love to see medium-large sized cities be created. You somehow managed to get the contours right, something that seems tricky to do. The farms are an okay addition, but I think they take away from the city itself, perhaps a little less dark?

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  2. #22

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    Very nice work! A very efficient style indeed.
    Just a nitpick, in my eye, it's difficult fo some bridges/roads to tell if they are in the bottom of the valley or above it (in the circles). The others are really easy to spot by comparison.
    mountain roads test.png

  3. #23
    Guild Journeyer Facebook Connected zhar2's Avatar
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    Yes Ilanthar, you are right, I hope its more clear now. Also made it a tad greener (after all its supposed to be a temperate city, not desertic). also moore hand-drawn decorations.

    mountain roads test.png

  4. #24
    Guild Master Falconius's Avatar
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    The banners and illustrations are really great. Gives it the epic feeling that Games Workshop illustrations are always so good at conjuring. Approximately how long is a Helsch span?

  5. #25
    Guild Journeyer Facebook Connected zhar2's Avatar
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    for sake of ease at around a meter, 1.16 meters

  6. #26

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    Yup, it's more clear now. Well done!

  7. #27
    Guild Expert Facebook Connected Meshon's Avatar
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    I'm a huge fan of how you use a whole bunch of little lines to build up texture and depth. The Texture of a Million lines, I like to call it.

    One thing I noticed is that some of your elements don't quite fit the depth that you're creating. It looks kind of like "Rache Umons" is not actually written on the banner that's behind it, it floats a little in front. I'm also not sure about some of the roads coming out of the city. Unless they are built on spans right from the city gate, they need to follow the contours of the cliffs more. If any of those roads are going down to the valley bottom they should probably be a series of switchbacks, otherwise the grade will be too steep for use.

    Not totally sure about the placement of the bright white crest and legend (I think the legend will go down in the bottom right?) all along the right-hand side of the map. Maybe let the paper texture come through a little?

    There's a lot of skill and perception in your rendering here, I really like the development of this city. I agree with Falconius, the illustrations are starting to evoke that weird-medieval vibe, I really dig it.

    cheers,
    Meshon

  8. #28
    Guild Journeyer Facebook Connected zhar2's Avatar
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    Very good points Meshon. havent updated as im working on 26 maps simultaneously right not.

  9. #29
    Guild Adept AntonioFrade's Avatar
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    I like the map very much, but I find some issues around the illustration:

    1. If I understood correctly the orography the city is in the top while the farms are in a river valley, right? Then why the light in the city and the farms are equal? Right now, to me, they chare the same depthness.
    2. Some portions of the city are "floating" over the cliffs.
    3. The bridges are not ok, the need a casted shadow, even a subttle one, to avoid the floating effect.

    Sorry for the scrible over your map:

    Sin-título-3.jpg
    Attached Images Attached Images
    Last edited by AntonioFrade; 09-24-2016 at 03:24 AM.

  10. #30
    Guild Journeyer Facebook Connected zhar2's Avatar
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    The criticism is fantastic, although im concerned about giving shadow to objects as i only wanted to use shadows to help illustrate the landscape, its not supposed to be anything like a satellite image or a birds eye fotograph and I am trying to go more for a hand drawn like quality (although i guess the landscape s too detailed for that).

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