the specularity really got to me as well, I reduceed it to zero in Bryce, but I think you're right Arcana, It'll need more managing. Thanks Rob about the lighting direction...that makes sense as the shadows won't obscure the map too much, and a fill light sounds like a damn good idea too - and yep, the mountains are way too big and lumpy. Valarian: the settlement markers are not actually there (I forgot to paste them back in!).
A number of thoughts occured to me on the way to work this morning:
I could try using the default heightmap of the bryce terrain to make a brush in psp, so I could dot 'little mountains' around the place to get a vague Erwin Raisz effect.
Other thoughts: using an airbrush to paint in the mountain locations rather than the paintbrush / gaussian blur, the softness of the edge of the airbrush ought to determine the gradient of the slope.
Using different noise patterns to get different mountain effects, such as a 'brocolli' shaped flat plateau. By using a dark airbrush, you should be able to trace canyons for the rivers to go through.
So much potential! I'm going to continue to play with this all weekend I think! I'll post results up if anything interesting comes out of it. RobA - any chance of that noisefill you used?
Rob, one thing I did do (as suggested in the shaded relief site) was render the map at an angle and then used the perspective tool in psp to make the map square again. Is that what you did as well?
The thing I really LOVE about this approach is that I can import my existing map as a layer into PSP and use it as a visual reference so that I can put the mountains exaclty where I want and then as a mask to stop the mountains overspilling into the sea or over the border (as they have done in the map posted above as the mask idea hadn't occured to me).