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View Full Version : [Region 1][Map 11][Town 02] - Tavor and its Environs



ravells
05-02-2009, 06:36 PM
Here is the city of Tavor and its surrounding area.

Gandwarf
05-02-2009, 06:42 PM
Ooh, pretty neat style this is!
The border is very pretty.

Have some rep...

Ascension
05-02-2009, 07:16 PM
Those are some pretty nifty forests and a new paradigm on cities in regional maps...I'll have to give that a whirl. Looks like I need an IOU for rep on that...remind me in a week or so.

Steel General
05-02-2009, 07:19 PM
The forest are fantastic, and love the border too.

Great job Ravs!

ravells
05-02-2009, 07:36 PM
Thanks guys, give me a shout if you want the psd file, and I'll upload it onto scribefire and post a link here.

12rounds
05-03-2009, 12:07 PM
Wow that map looks really nice!

Valarian
05-05-2009, 08:59 AM
Nice map Ravs, you've switched from Akron lands to those of Raedis for this I see.
One comment, on the thread rather than the map. The settlement of Tavor I drew as a large town, a client of Raedis, rather than one of the city states.

I like the addition of new small settlements (Hamlets / Thorps) not on the larger map. Mathoc though looks significant enough to appear on the larger regional map. I'll have to add that in when I get some time, probably in the indicated location. I'm personally not keen on the look of the settlements, maybe it's me but I think they look like rubble / ruins rather than working settlements. Maybe a solid block of colour would be better, rather than the broken up look (maybe as a faint transparency shading?). I love the forests. The border and compass rose are also very nice.

In terms of roads outward to the other settlements, I'm not sure Kerad would qualify for a full road (solid line) rather than a track / path (dashed line) unless it's on the main route to Raedis. My take on the symbols for the larger map when drawing it was that the star in the circle would be a city state, the solid dots would be large towns and the hollow circles would be small towns / large villages.

ravells
05-05-2009, 03:12 PM
Thanks Ian, (although I got the compass rose, the scroll and the repeating embossed design from fonts so can't take credit for those) how about these as settlement shapes? I've rescale the map to 1 mile on the bar rather than 10 (towns would be huge otherwise...as it is they're pretty big anyway. The fading really didn't work with the style of map and I figured that the road to Radis would go via Kerad so I've left it as a solid line. Hope that works!

Thanks 12rounds! Praise from you is praise indeed...I love your illustrations!

best

Ravs

Valarian
05-05-2009, 04:36 PM
I think those settlements look less like ruins to me :)
The Scant castle and Carstairs Watch symbols were possibly better in the first map though. Difficult to say, those fit with the style of the other settlements.

Anyway, nice map :D

ravells
05-05-2009, 04:55 PM
You're right about the castle and the Watch, I drew those individually rather than use filters but on the second time round I just kinda of rushed it and put in blobs....sorry!

RobA
05-11-2009, 02:32 PM
Shows how far behind I am in my CG reading ;)

Nice map Ravs! I especially like the forests. How about a 5 min tut?

-Rob A>

ravells
05-11-2009, 03:40 PM
Sadly the alienskin Xenoflex cracks filter is a must have for this one...must find a way to duplicate it...do you know anything in Gimp or PS native filters which can do this?

RobA
05-14-2009, 01:34 AM
Here is what I got with gimp, without the filter:

13281

This was managed by:
- Turning the area into a selection, expanding that selection by 5 px, then turning the selection into a path.
- Create a new black layer, then fill the grown selection with white.
- Using my perpendicular smudge script, I stroked, using "inside through" with a 1 px brush, full pressure and hardness.
- new layer, fill with plasma noise, blur 5 px.
- distortion map the smudged layer with the blurred plasma layer.
- emboss the distortion mapped layer.
- delete the embossed layer outside the original area selection.
- set the embossed layer to grain merge blend mode, then use the curves tool to adjust.

How does the cracks filter look with longer cracks?

EDIT: A bit of playing an I got this:
13282

-Rob A>

ravells
05-18-2009, 05:41 PM
Sorry Rob, forgot to answer: Here is an image with longer cracks. Your version is really nice!

Are all these filters really just glorified actions of what PS or Gimp does natively?

RobA
05-19-2009, 03:37 PM
Sorry Rob, forgot to answer: Here is an image with longer cracks. Your version is really nice!

Are all these filters really just glorified actions of what PS or Gimp does natively?

Yes an no. I think waldronate has indicated that many of them are combinations and iterations of simple functions, nicely parametrized. This one looks a bit different, however.

It look like the plugin is just picking randomly equidistant spots around the perimeter then performing a directional random walk that starts perpendicular to the boundary. Repeat until an edge is reached, the specified length is reached, or another path is intersected...

This is probably a bit too computationally intensive for a scheme script in Gimp, however. And my feeble attempt does not detect walk intersections.

-Rob A>

Redrobes
05-19-2009, 03:57 PM
That's a lovely map and I am just putting it into my overall plan but I am having some trouble with the scale. If the tile is 600x600 mi then its really huge, if I scale against the Tile 11 scale bar then its as below. I think the scale in the top part of this map is a bit big by about a factor of 2 - 3 at least. If the whole map was 10 miles square then it would be much easier to fit it in. Any thoughts / ideas ?

ravells
05-19-2009, 04:38 PM
Rob: Well, I'm just glad it does what it does. Past a certain (very limited) point the mathematics just defeats me, so I just go for the art. I see the filter like a fact of life, like rain or something...I guess. I know I'll never be able to make one like it but I live in hope that others might make it for free (not that I want to put the good folk at Alienskin out of a job or something) but good stuff should be shared...and filters (to me) are extensions of knowledge or the physical evidence of it.


Redrobes: I adjusted the scale in the second map I posted in this thread so it is about 10 miles square but I was really just guessing...if you'd like to tell me what a good scale should be for it so it fits into the tile, I'll happily change it...I have to say, I'm more of a 'feel' person than a science or maths person, so I'd gladly folllow your lead on the latter...it's this combination of art and science which makes the CG truly wonderful. It would be nice to have more sciency types though...I think the arty types are in the ascendent.

best to you both,

Ravs

Redrobes
05-19-2009, 04:49 PM
Well it looks about right when the whole map is about 6 - 8 miles square. Theres a big river on the main tile which heads into the lake from the west but in your map you have two rivers so I dont know if these are the main river or are two smaller rivers under the big one.

Say I place it like this then the grid is a 1mi grid so maybe try that size ? Shall I leave it there ?

ravells
05-19-2009, 04:56 PM
Hmm can't really see at the resolution you've posted...can you post a bigger pic?

I've just taken another look at Tavor and remember now...I take the view that small scale fantasy maps are inherently inaccurate so that if a river looks close to a town or city on a small scale it might be somewhere else completely on a large scale....different maps drawn by different people at different times and without having a bird's eye view...inaccuracy when zooming in would be expected I think.

Redrobes
05-19-2009, 05:08 PM
Bigger map pic. I am easy with whatever you want just say where you think it ought to be on the map and ill stick it down there.

ravells
05-19-2009, 05:15 PM
Ah...It's pretty inaccurate when compared to the tile....but would that pose a problem for you in putting it into the ....hang on I'm going to send you a pm

Redrobes
05-19-2009, 07:20 PM
Well that was quite a diversion ;) anyway since it seems whatever goes ill square it up to make north point up and leave it there at about 15 mile square map. I might do the wider area around that as the mini challenge this month eh ? Leave a big hole in the middle of the map where yours fits in then that would fix up those missing rivers. A bit of cosmetic sculpting of the (as yet unnamed) lake shore to make it all fit nicely.