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Gamerprinter
02-12-2013, 01:20 PM
It's been month's (probably over a year) since I last fully participated in a Challenge - I tried a few month's ago, but got too busy to finish that challenge. I definitely got an idea in mind and I'm forcing myself to fit this in, this month.

Brigatine's Rest, Barker Bay is the tentative name for this. I'm planning to create a kind of map, I've never done before, nor seen an example here, at least not off the top of my head. I am creating an isometric cross-section map.

This will be some cove or bay with rocky, silty sea floor with a partially buried (in the sand) brigatine pirate ship sunken at the bottom of the bay. Since the ship is buried in the silt, doing a cross-sectional map will depict the buried portion of the ship, also will show the layers of silt build up and cross-sections of rock and the shore. I plan to include some flowing kelp below the turbulent surf, and maybe a school of fish, shark and octopus or squid in the water.

For extra complex detail, I plan to create a rough water's surface with waves and surf crashing against the cliffside shore behind and to the sides of the map. I plan to make the water's surface only partially transparent, as a clean separation between under water and above water. Then I'll create a ravaged rocky shore with maybe a light house or captain's home on the cliff top.

So far all I've created is the cross-section aft view of the ship interior, and have added a pile of cannons and ball for the gun deck. I plan yet to create crates, barrels and chest piled up in the ship's hoard on the lower deck. I've created the reference images in 3D using Nendo, my preferred subdivisional surface modeler, which was imported to Raydream Studio (my old 3D rendering program) to simulate the pile of loose cannons, then I printed in b/w, placed tracing paper on top, hand-drew the line work, scanned it into my computer to create the image below...

I plan to have the ship be 80% buried in sand with only the bow and forecastle peeking out (away from the viewer) to the rear of this cross-section interior view, with some broken masts peeking out of the sand, perhaps loose rope and torn sails.

I will add the pile of crates of the hoard next, followed by the cross-section end of the silt bottom next. This should take me several days to complete the challenge.

GP

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Gamerprinter
02-12-2013, 04:40 PM
Next I created a hoard of chests, barrels and crates placed in the lower hold. For extra ship architecture, I placed a grain store on the left side to make the lower hold more inclusionary, rather than an open hold.

Next onto the cross-sectioned seafloor silt deposits, rocks and cliff-face...

GP

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Gamerprinter
02-12-2013, 05:28 PM
OK, before the cross-section itself, I wanted to do what I thought would be most difficult regarding the ship itself, and that was the portion sticking out of the sand. So here it is with the cross-section interior of the ship placed where it ought to be in relationship to the unburied portion. I created a mast piece, but it wasn't tall enough, so I'll do that again. Then I'll get to the cross-section of terrain...

GP

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Gamerprinter
02-12-2013, 05:35 PM
Forgot to color the rowboat and added some shadows.

GP

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Bogie
02-12-2013, 06:32 PM
Looks interesting.

Gamerprinter
02-12-2013, 08:11 PM
Thanks Bogie, I hope so.

Here's a rough plan of my intentions. The following image is only a very rough, digitally drawn plan of the cross-section, the sea floor, the cliffside, the water's surface and the topside of the rocky coastline. As you can tell, this really isn't an isometric map, though I may still throw in an isometric square grid on the sea floor when I'm done. The water surface is almost on the viewing plane (slightly less). Of course there will be tons of hand-drawn detail to make the sea floor, ocean denizens and cliff terrain interesting.

I'll print this out as a 24" x 24" b/w print on my large format laser printer, which I'll place tracing paper on top and create all the hand drawn detail, then scan as lineart into my large format scanner, import to Xara Xtreme Pro 4, and finish with color and shading.

GP

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Kier
02-12-2013, 08:30 PM
Funny, I was thinking the same thing as Bogie said as i was reading the steps "interesting". I havent seen anything like it yet. Good luck. Can't wait to see the final.

Gamerprinter
02-13-2013, 02:37 AM
I will do my best to make this interesting. OK, the last thing I'm doing tonight, the detailed drawing of the terrain and the base terrain shading. I've yet to do the water's surface. I want that to be very detailed with foam and a vibrant blue, all opaque, no transparency as a firm separation between above and below the water. Next I'll create the kelp beds, seaweed, sea life and maybe a flock of sea birds above the waves. Then some structure on the rear hill, or perhaps a shepherd and some sheep...

GP

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Gamerprinter
02-13-2013, 05:06 AM
Now I'm going to bed. I had to finish the water's surface though, it was driving me nuts being drawn, but uncolored. So I fixed that, lightened the blue of the sub surface area, added a wall shadow in the octopus/squid cave, placed a refracted water effect on the sea floor (very subtly). Now to bed...

GP

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Gamerprinter
02-13-2013, 12:28 PM
Kelp and seaweed done. Next to animal life forms. For labeling, I decided, no grid, but I'll place a depth gauge in fathoms or feat to the left side and a distance gauge in feet at bottom and maybe some annotation at the ship and shore structure. Almost done, probably tonight or tomorrow.

GP

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mearrin69
02-13-2013, 03:19 PM
Looking good! It's an interesting concept and I like it a lot.

Only suggestion is to maybe shift the part of the ship protruding from the sand a little toward blue so we understand that it's below water. I like how you've done your cutaway setup but it wants to trick my eye into thinking that the light blue ocean floor is actually the top of the water and that the front of the ship is sticking out. Knocking it back under water visually might help that?
M

Gamerprinter
02-13-2013, 03:47 PM
I've had the same thought, good suggestion! Although the lower part is beneath the sand, so I won't 'blue' that... And I will get to that at the tweaking stage at the end. I've created a single mast with torn sails added to this version - the other masts and sails have been cut off past the cross-section. Next sea life...

GP

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Kier
02-13-2013, 07:46 PM
Great colors.

Gamerprinter
02-13-2013, 08:23 PM
Thanks, Kier - it's kind of a water color palatte.

For Mearrin69's sake, I included a partially exposed skeleton of the pirate captain trying to retrieve his sword before drowning and burying in the silt, as part of the cut-away view.

Sealife done. Note the cool, giant octopus in the cave.

Edit: I see some of the plants and sea life are beneath the main drawing layer, so I need to fix that, but do in the next update...

GP

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Gamerprinter
02-14-2013, 01:38 AM
The art portion of the map is complete. I added some birds (looks like pelicans), and an English style manor house on the hill.

Tomorrow I'll do any labeling, borders, maybe a storybox with some backstory info, and the legend. Almost done.

GP

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Pryme8
02-14-2013, 11:42 AM
I love the speed off your comp, and the effects of the refracted light from the water!

making me want to make sure I stay on top of mine. as soon as I get done with this move over the next couple days Im back to the grind stone...

I do have one complaint, there seems to be a lack in the representation of space... not sure how you will fix this, but if you can make it seem less flat I know who I am voting for!

Gamerprinter
02-14-2013, 11:52 AM
I love the speed off your comp, and the effects of the refracted light from the water!

making me want to make sure I stay on top of mine. as soon as I get done with this move over the next couple days Im back to the grind stone...

I do have one complaint, there seems to be a lack in the representation of space... not sure how you will fix this, but if you can make it seem less flat I know who I am voting for!

I'm known as the fastest mapper of the Guild - ask any of the CL's. Although I've spent two days on this so far, really I've only got about 5 hours in it total - which is slow for me. I usually create maps in a matter of 2 or 3 hours. Illustration maps tend to take more time. Although a grid placed on the sea floor might help infer the space that you seem to not comprehend well. I plan to create an inset map of the top down of this same area, adjacent to this illustrative cross-sectional chart, with the legend and story box below it on the final composition. The top down map should alleviate any issues you and Mearrin69 have mentioned. I don't want to place a grid, as the sea floor is busy as it is, and a grid might clutter up the design.

Gamerprinter
02-14-2013, 12:56 PM
Question: if we assume 1 square equals 10 feet, does the placed grid on the seafloor help alleviate the spacial recognition issue?

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Kier
02-14-2013, 01:00 PM
Alright now that is sick, I love the map lines, curving with the rolling waves. Very picturesque.

Midgardsormr
02-14-2013, 02:25 PM
I love the water's surface; it reminds me of Hokusai.

I had a hard time parsing this one, too. I think my expectation of sand adjacent to water meaning "beach" was causing me problems. Once I read a little and realized that it's an elevation, everything snapped into place for me and it made sense. I wonder if perhaps adding some sort of vertical scale might help? I don't care for the grid on the sea floor, and it really didn't aid me at all.

Gamerprinter
02-14-2013, 04:27 PM
Midgardsormr, I did mention I intended to place a depth scale to one side to help illucidate the meaning. And I've done it now, see attached. I have an inset box on top right to place a top down map (and you'll see there are no beaches, it's all cliffs on this part of the coast). Also included some story matter below that.

Almost done!

GP

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mearrin69
02-14-2013, 07:09 PM
Looking good. The fish help push it back some. I think with that, the depth gauge, and the inset map, you've resolved any problems I was having with it. I love the octopus!

Q: Is the buried compartment somehow air-filled? It doesn't seem likely but I thought I'd ask. If not then maybe something's living in there too?
M

Gamerprinter
02-14-2013, 08:35 PM
Done!


Q: Is the buried compartment somehow air-filled? It doesn't seem likely but I thought I'd ask. If not then maybe something's living in there too?
M

No, but the details blur out when placing transparent blue on top, so I left it alone. The ship is full of water, hence why it sank.

GP

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Gamerprinter
02-15-2013, 11:50 AM
I see I misspelled "Brigantine", I missed the first "n". So I fixed that in the title block. Also, the ship in the inset map was pointing the wrong direction, so I rotated it slightly counterclockwise. Now it's better. Just a tweaking, the challenge map is definitely done now.

GP

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rdanhenry
02-17-2013, 04:09 AM
You also have an "it's" for "its" error. Fortunately, you can use that apostrophe to replace the one missing in "Davy Jones' Locker"

Gamerprinter
02-17-2013, 07:20 AM
You also have an "it's" for "its" error. Fortunately, you can use that apostrophe to replace the one missing in "Davy Jones' Locker"

And that's why writers always need editors - thanks, rdanhenry. Map is corrected. I did write that in one two minute sitting. It wasn't intended to be high prose, just something to give reason to a sunken ship.

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Larb
02-23-2013, 08:27 AM
Wow this looks great - very inspirational. I like the way that grid has been applied too. And the fish are cute.

Pryme8
02-26-2013, 12:52 PM
Love the full composition Gameprinter! I know who I am voting for! Only thing that bugs me now, is that a HUGE mast for that size of skiff.. and in the top down version you show two masts.

Gamerprinter
02-26-2013, 02:38 PM
The height of the brigantine ship's mast is not too tall, though not accurate to the depth gauge on the side. There would be a second mast in the composition, but the cross-section cuts off the aft end of the ship right before the second mast. My intent was not to show the entire ship, rather to peak beneath the silt and see the interior view. The top-down shows all the surrounding areas including the second mast, the portion of the poop deck peaking above the sand and the environs surrounding it. I'm comfortable of the cut-away view, so I don't plan to make any further changes.

Thanks for the vote of confidence, however!