Here is the next iteration (sans hex). I took the whole shebang back to the land outline and rebuilt the .psd, trying to be a bit more judicious in my use of layers to break up textures. I would say that this has been rather successful.
So, I started posting this in my introduction thread herel, howeverI figure it's probably more appropriate in this forum.
If you'd like to see the previous iterations of that map, you can find them behind the link. For now, I will stick the current iteration here.
I'm currently trying to deal with the flatness of the lowlands - a problem that is manifesting with the "glued on" mountains look. Unfortunately, my photoshop file size has become seriously unwieldy - at over 200 megabytes while open, my machine is choking on it. I think that I've got an overabundance of effects layers going into play here and need to start condensing them in order to keep working with the file, so that the machine quits trying to recalculate the bazillion effects I have going into this. Since I'm fairly satisfied with the ocean as a set of layers, I think I'll start there, but I think that part of the problem with my current technique is that i'm using a LOT of layer masks, so a lot of the "effects" of the textural layers are hidden behind masks since I don't want to see them (rendered clouds, for breaking up pattern repeat, for instance.)
any photoshop experts have thoughts?
Here is the next iteration (sans hex). I took the whole shebang back to the land outline and rebuilt the .psd, trying to be a bit more judicious in my use of layers to break up textures. I would say that this has been rather successful.
Indeed better though the different terrains could blend smoother in my opinion;
working on that - the hill terrain is the one I'm currently struggling with blending - I think the mountains, lowlands and forests are coming out where they border each other. Here's another iteration. I added the hex grid back into the mix (I just hadn't added it to this version of the psd file yet).
Nice work! I like both of your attached - while the second is argueably better in terms of photoshopping and blending, I think the first has a nice basic feel that might be more practical-looking. Like a map with a true purpose. I hope your machine is working a little bit better for you
I like the style of it. I think you could go with a lighter / lower opacity for the grid though. It takes away from the map instead of being in the background.
Art Critic = Someone with the Eye of an Artist, Words of a Bard, and the Talent of a Rock.
Please take my critiques as someone who Wishes he had the Talent
aye. I'm having a bit of visibility problems when I go with a lesser opacity than that, sadly.
I think I need to whip up a different fill grid - thinner than this one.
Try reversing the grid, at least over land. I bet white or at least light hexes would show better.
Nice terrain!
Hmm. I still think it overpowers and isn't very readable.
Well.... I could go with a player hack to fix this. for the nice map, place a scale and don't worry about the hexes - and for the player wiki, put a labeled hex version up that they can reference.
without grid.