Wow, that's phenomenal!
THW
Hey guys! =)
This is a long time coming, but now I can finally show one of the greater challenges I tackled this year. Travar.
I'm sooooo proud of this one! *___*'
Travar is a metropolis (dammit, a typo in the title - can any Mod fix this?) on the continent Barsaive, the world of Earthdawn. It was build as a heavily fortified circle which used to have a protective magical shield around it. This was incredible to work on since a 3-Point-Perspective isn’t usually what I would recommend on a city especially of that size. But I wanted to do this, we go in a new direction with it, and I’m happy to do more!
There is an article in German here about the making of, a few steps and so on that I will translate as soon there isn't 100°F / 38°C any more... (done, see below)
The German readers can find it here. There are also some WIP I will post here with the necessary context.
If you have any questions, let me know - happy to answer. =)
You find this map on my DeviantArt-Account, too!
There is of cause a German version, versions in Black/White, and one without key; I made variants.
(c) Ulisses Spiele & Distribution, 2017
webA3q_Travar_English_withOverview_SteffenBrand.jpg
Thank you all!
Best wishes, Steffen =)
Edit:
My translation maybe isn't that polished, but I think it is clear enough as a translation. Here you go =)
TRAVAR
Travar was a challenge. Not only because it was my first work for this world, but also because Maik Schmidt with its wonderful, older and, above all, striking works for the book already had an excellent direction we wanted to go.
Maik and I then agreed, in which style I’d imaging maps can take for this and after all the descriptions were sighted, I started. During my work on the map, I always got just finished illustrations of other artists working on the book, which in turn influenced the style of the Travar card in the development process and made it more precise and well-rounded. Ideally, a map binds all elements together in this case.
This map should definitely be a different type of city map. And of course it should fit appropriately in the world - with its intricate patterns and angular elements, a world in which the inhabitants have the opportunity to see and measure everything from above, it was also possible to capture exactly these achievements of this civilization.
We decided to use the 3-point perspective. This is very close to how the human eye perceives. It is also exciting that I could show the whole inner part of the city. This even allowed us to locate the most important buildings, as they really look, right on the plan. Since many of the buildings already existed as illustrations, I were able to include them directly.
Travar was (in many respects) the map, which has set the mapping style for Earthdawn for us. We want to keep the principle of showing cities and locations in this kind of perspective. This allows us to capture much more content and provide a good sense of the place we want to depict. Something Earthdawn deserves.
Bild-1(2).jpg
wip1_A3q_Travar.jpg
Often times I start with the frame - just to know how much space I have. Some drawings and references already had iconic patterns, which I included directly. Travar is divided into 10 parts, two of which are joined together. There is also the arena in the middle (the ‚Eye of Travar') and a little bit of periphery such as the harbor, the tents, etc. It went in the right direction, but I really understood at the moment (just after the first tenth), the amount of work still was ahead of me. And the realization was sobering ...
wip2_A3q_Travar.jpg
Bild-2(1).jpg
I reached for the phone. The work on this map would take longer than expected. Fortunately we were able to push the deadline. And this was necessary; Two 80-hour-weeks were following this conversation. I have never worked on a city this size. To draw individual buildings in a large city in a perspective will let you inquire about the many decisions that have led you there. ;)
If we wanted to do this, lets go all the way. The compass and the coat of arms had to be in perspective, too. Every street had to make sense, the clear construction had to be seen. The people of Travar have moved away from the wasteland and further towards the river (fewer cabins and houses have to be at the lower left), the buildings towards the old town are bigger, etc...
Bild-3(1).jpg
I had then indicated the wasteland, a few waves and fog rising from the water. Then I added a lot of hatching. They bound the various elements together and created a rounder image. Without the lines I used as the grid, it even looked quite clear already.
Bild-4(1).jpg
The key was made, the textures were already done. As is always the case without the necessary contrast, the map was relatively unclear at this point. So, as you can see right now, this had to change.
Bild-5(1).jpg
It took another afternoon, then I had created the necessary contrast. The variants were made (with and without legend), in German and in English. And even a complete black-and-white version has emerged. This is Travar!
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And yes, this is the German version. Why not, you know the other one already ;)
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I am already looking forward to the next works and I am sure that Snake River (an adventure) will provide me and the players with other challenges.
Thank you for your interest and the incredible feedback!
Best wishes, Steffen
Last edited by SteffenBrand; 06-27-2017 at 06:34 PM.
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Wow, that's phenomenal!
THW
Formerly TheHoarseWhisperer
Wow that is gorgeous. Love the compass especially.
Thank you THW! Much appreciated! =)
Edit: You Ninja'd me, Samstego, thank you!
Last edited by SteffenBrand; 06-22-2017 at 03:03 PM.
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That is very incredible. What a beautiful map. May not be recommended but with this backing it it'd be kind of hard to say 3pt perspective isn't worthwhile, holy moly.
(also "metropole" sounds kind of cool all on its own )
Thank you, Falconius! =) You are right, but it hits my ear kind of wrong... I don't know ^^
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Truly beautiful !
Love the perspective and the top right circles which are also in the same perspective
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Etsy
Beautiful - I can't really say much more that hasn't already been said - other than it must have driven you quite mad, having to draw all those tiny little boxes!
Free parchments | Free seamless textures | Battle tiles / floor patterns | Room 1024 - textures for CC3 | GUILD CITY INDEX
No one is ever a failure until they give up trying
@AdventureDepo: Thanks! Yes, a normal compass just wouldn't do, it would have looked off and this incorporates it the way I hoped it would look best. =)
@Mouse: There were times I asked myself what I was doing... Thank you so much!
@Chashio: Thank you, Chashio. Means a lot! =)
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