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Thread: [Award Winner] Using GIMP to Create an Artistic Regional RPG Map

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  1. #1

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    Post 7: Create the sea, continued.

    Now we want to stretch out the colours in the “Sea” layer across the entire black to white range. With the sea layer selected, auto normalize the image (Colors->Auto->Normalize). The histogram will now have little gaps in it. As the greys have all been spread out. To fix this, select the non-transparent area (by clicking on the “Sea” layer and selecting “Alpha to Selection”. Invert the selection (Select->Invert) and fill the area with white. Remove the selection (Select->None) and apply a 20px Gaussian blur.
    Click image for larger version. 

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    Note the histogram is now filled in.

    Now the next bit of magic. Set the foreground colour to the darkest water colour (water 5) by clicking on it in the Palette Editor (that we set up at the beginning), and set the background colour to the second lightest water color (water 5) by Ctrl-clicking on it.
    Click image for larger version. 

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    Now we will turn the B/W into colour, by clicking Color->Map->Gradient Map, and the water is almost (for now).
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    Recently, I came up with a nice technique (in my opinion) to finish the shoreline water. Often people will stroke the shoreline with a light colour, or add a light blur. Here is a quick technique for making a unique look…

    Create a new layer called “Seashore”, and fill it with the really light water colour (Water 1). Add a layer mask, using the “Land Mask” channel, and ensure “Invert” is unchecked.

    (Any edits you do now will be on the mask shape, unless the layer thumbnail is clicked. The one you are editing will have a white box:
    Click image for larger version. 

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    Give the layer mask a 10 px Gaussian blur.

    Now apply a displacement map (Filters->Map->Displace). Use an X displacement of 20, and a Y displacement of -20. For both, pick the “Land Noise” layer. Set the Displacement Mode to Cartesian and the Edge Behavior to Smear.

    Repeat this, flipping the signs, so set X to -20 and Y to 20. This screen grab is after the first one.
    Click image for larger version. 

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    This will give a nice wispy, random looking water edge, once the land is put in place…

  2. #2

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    (And now for a commercial message...)


    I'm pausing here. I'll try to get more up shortly...

    Attached is a pdf (5MB) of the process up to this point.

    -Rob A>
    Attached Thumbnails Attached Thumbnails Using GIMP to Create an Artistic Regional RPG Map - Part 1.pdf  

  3. #3

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    Post 8:Let there be Land.

    Now that the ocean is completed, the land can be build up. Create a cop of the “Sea Shape” layer and name it “Grass”. Create a layer mask using the “Land Mask”channel. Click on the layer icon so we now edit the layer, not the mask.
    Click image for larger version. 

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    Ctrl-Click on the dark green (Ditch) colour to make it the background and click on the light green (high ground) to make it the foreground colours, then Colour->Map->Gradient Map.
    Click image for larger version. 

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    This is bland, so lets spice it up a bit…create a new layer called Grass Texture, and fill it with clouds noise (Filters->Render->Clouds->Solid Noise), detail 15, size 3, and new seed.
    Again, add a layer mask using the “Land Mask” channel, and set the blend mode of the layer to overlay.
    Click image for larger version. 

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    Looking better, but it could use some texture.
    Create a new layer called “Grass Bump Map”. Fill it with rendered cloud noise again, this time setting the size and detail to the max, and selecting Turbulent.
    Click image for larger version. 

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    Hide this new layer (by clicking off the eye icon). Create a new layer called “Grass Bumps” and fill it with 50% grey. Set its layer mode to overlay. It will appear to be gone now. That is how overlay works. 50% grey doesn’t change the underlying image, while darker shades darken the image and lighter shades lighten the image.
    Now apply a bump map to this “Grass Bumps” layer using Filters->Map->Bump Map.
    Click image for larger version. 

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    Lastly, apply the “Land Mask” channel as a layer mask like before.

  4. #4

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    Post 9:Finishing the Land.

    After the bump map we now have this. You can adjust the opacity of the bump map to make it less noticeable if desired:
    Click image for larger version. 

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    This is OK, but it is a little two green for me. One option is to change the overall colour by adjusting the hue, and that would be that. Instead, we’ll add a dirt layer. This will be a combination of a filter generated mask layer, and hand painting the mask.

    Create a new layer called “Dirt” and fill it with the “med dirt” colour. Add some noise (Filters->Noise->HSV Noise):
    Click image for larger version. 

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    Now bump map this layer on itself to give a bit of lighting texture:
    Click image for larger version. 

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    Duplicate the “Land Mask” layer, bring it up to the top of the layer stack.
    Click image for larger version. 

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    and blur it by 50px or so:
    Click image for larger version. 

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    Last edited by RobA; 10-31-2009 at 10:33 PM. Reason: Thanks matrixm!

  5. #5

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    Post 10:Finishing the Land (cont.)

    Create a new layer on top of the blurry one, and fill it with rendered clouds, maximum detail and maximum size, then set its layer mode to Difference. This gives a noisy blaxck outline of the coast. (This is also a nice technique to make a light water effect along shores…)
    Click image for larger version. 

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    Merge down the difference layer, invert it, then bring up the layers dialog and adjust it to be a wider band of white on black. This will be used as the layer mask for the dirt….
    Click image for larger version. 

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    Go back to the Dirt Layer and add a layer mask, using the “Land Mask” channel. Now right click on the layer mask and select “Apply layer”. This will erase everything that is not above the land.

    Go back to the noisy blended layer you had created in the last stop (called land mask copy). Select all and copy this layer (ctrl+a, ctrl-c), Then select the “Dirt: layer, and add a layer mask and just select “White”. Now with the dirt layer mask active, paste the copy (ctrl-v). This will create a floating layer. Just hit the anchor icon to drop it down into the dirt layer mask. Now you can delete the temporary “land mask copy” layer:
    Click image for larger version. 

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    This can be improved by applying a Gaussian blur (Filters->Blur->Gaussian Blur, 10 px) and some pixel spread (Filters->Noise->Spread 10 px) to the mask. I also took a soft white brush with 60% opacity and coloured in the areas I want to be desert. To make this easier, I moved my original sketch up to the top and set its blend mode to burn. This let me see where I needed to fill in deserts. Lastly, I reduced the opacity of the Dirt level down to get a nice looking blend.
    Click image for larger version. 

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    Here is where we are so far:
    Click image for larger version. 

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    Coming soon... Mountains.

  6. #6

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    Post 11:Let There be Mountains

    Before you continue, there is a better way I found to make mountains located over here. It works well with the rest of this tutorial, and seems much easier and predictable than what follows here...



    The technique for making the mountains is very similar to that of making the land. Because we have an idea for a map, we will start in this case by sketching a blurred representation of where they should be. Otherwise, just use one of the random techniques:

    Create a new layer “Mountains”. Fill in white for the general areas of the mountain ranges, and apply a 50 px (or so) Gaussian blur. It is helpful to keep the original sketch on top with reduced opacity to act as a guide. Don’t worry about going in to the sea, because we can we can erase those areas later:
    Click image for larger version. 

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    Now the noise layer (I used detail 8 and size of and set the blend mode to multiply. Then add a third layer (remember the TLS) as a clipping layer, and use the levels dialog to bring it down to show the mountains you want Here is the screen showing the three layers
    Click image for larger version. 

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    Use the magic wand again to select the non-mountain area (like with the land) and create a new layer called “Mountains Mask” with a white on black. (Also the white colour selection as a new selection mask using Select->Save to Channel).

    Now we want to create a heightfield from this. The easiest way I have found to do this is to copy the current visible image (Edit->Copy Visible) then paste it (CTRL-V) to a floating selection. Click the New Layer button to get it on its own layer rather than a floating layer. Now stretch the colour range out (Color->Auto->Normalize):
    Click image for larger version. 

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    Rename this layer to “mountain colour”. Make a duplicate and call it “mountain bump map”. Now set the foreground colour to “lowest dirt” and the background colour to “highest dirt”, and on the “mountain colour” layer, do a Color->Map->Gradient Map.
    Click image for larger version. 

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    Normalize the colours (Colors->Auto->Normalize) and add a layer mask, using the mountain mask channel. (Note, the Dirt layer was turned of in this image by accident).
    Click image for larger version. 

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    Last edited by RobA; 09-01-2009 at 01:51 PM. Reason: update to better mountain

  7. #7

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    Post 12: Let There be Mountains – continued

    Similar to the dirt, apply a Gaussian blur and noise spread to the layer mask blend the mountains in a bit better. (Note, the Dirt layer was turned of in this image by accident)
    Click image for larger version. 

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    Create a new layer called “Mountains Bump” and fill it with 50% grey, and set its mode to overlay. Now run a bump map filter, using the “mountain bump map” layer you had made a duplicate of a while back. Play with the elevation and depth to get something that look good.
    Click image for larger version. 

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    To make the mountains pop a bit more, you may want to duplicate the “mountains bump layer.
    Click image for larger version. 

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    This is another useful technique. Make bumpmaps on a 50% grey layer and they can be overlayed on colour below. That lets you go back and edit the colour layer without affecting the bumpmap. Since GIMP doesn't support layer effects this is one of the ways I have come up with to to keep the image editing flexible.
    Last edited by RobA; 11-11-2007 at 10:21 PM.

  8. #8
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    Quote Originally Posted by RobA View Post
    Post 11:Let There be Mountains
    Now the noise layer (I used detail 8 and size of and set the blend mode to multiply. Then add a third layer (remember the TLS) as a clipping layer, and use the levels dialog to bring it down to show the mountains you want Here is the screen showing the three layers
    Click image for larger version. 

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    Okay, it's working up to this point, but then I'm experiencing problems.

    Use the magic wand again to select the non-mountain area (like with the land) and create a new layer called “Mountains Mask” with a white on black. (Also the white colour selection as a new selection mask using Select->Save to Channel).
    Does something happen to the three Mountain layers inbetween, that you didn't mention because it was explained in a previous step?

    Now we want to create a heightfield from this. The easiest way I have found to do this is to copy the current visible image (Edit->Copy Visible) then paste it (CTRL-V) to a floating selection. Click the New Layer button to get it on its own layer rather than a floating layer. Now stretch the colour range out (Color->Auto->Normalize):
    Click image for larger version. 

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    Rename this layer to “mountain colour”. Make a duplicate and call it “mountain bump map”. Now set the foreground colour to “lowest dirt” and the background colour to “highest dirt”, and on the “mountain colour” layer, do a Color->Map->Gradient Map.
    Click image for larger version. 

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    Is it correct, that we, by now, have 6 mountain layers (from top: Mountain Bump Map, Mountain Colour, Mountain Mask, Mountain Clip, Mountain Noise and Mountain)? And is it right, that we Gradient Map the Mountain Colour layer?

    Normalize the colours (Colors->Auto->Normalize) and add a layer mask, using the mountain mask channel. (Note, the Dirt layer was turned of in this image by accident).
    Click image for larger version. 

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    Again, on which layer? When I have all my layers visible, the top layer is Mountain Bump Map and the current image is identical to Mountain Mask. What am I doing wrong here?

  9. #9

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    Quote Originally Posted by RobA View Post
    Post 11:Let There be Mountains

    Before you continue, there is a better way I found to make mountains located over here. It works well with the rest of this tutorial, and seems much easier and predictable than what follows here...



    The technique for making the mountains is very similar to that of making the land. Because we have an idea for a map, we will start in this case by sketching a blurred representation of where they should be. Otherwise, just use one of the random techniques:

    Create a new layer “Mountains”. Fill in white for the general areas of the mountain ranges, and apply a 50 px (or so) Gaussian blur. It is helpful to keep the original sketch on top with reduced opacity to act as a guide. Don’t worry about going in to the sea, because we can we can erase those areas later:
    Click image for larger version. 

Name:	Post11-1.png 
Views:	780 
Size:	70.0 KB 
ID:	1485

    Now the noise layer (I used detail 8 and size of and set the blend mode to multiply. Then add a third layer (remember the TLS) as a clipping layer, and use the levels dialog to bring it down to show the mountains you want Here is the screen showing the three layers
    Click image for larger version. 

Name:	Post11-2.png 
Views:	3077 
Size:	226.7 KB 
ID:	1486

    Use the magic wand again to select the non-mountain area (like with the land) and create a new layer called “Mountains Mask” with a white on black. (Also the white colour selection as a new selection mask using Select->Save to Channel).

    Now we want to create a heightfield from this. The easiest way I have found to do this is to copy the current visible image (Edit->Copy Visible) then paste it (CTRL-V) to a floating selection. Click the New Layer button to get it on its own layer rather than a floating layer. Now stretch the colour range out (Color->Auto->Normalize):
    Click image for larger version. 

Name:	Post11-3.png 
Views:	1208 
Size:	46.9 KB 
ID:	1487

    Rename this layer to “mountain colour”. Make a duplicate and call it “mountain bump map”. Now set the foreground colour to “lowest dirt” and the background colour to “highest dirt”, and on the “mountain colour” layer, do a Color->Map->Gradient Map.
    Click image for larger version. 

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ID:	1488

    Normalize the colours (Colors->Auto->Normalize) and add a layer mask, using the mountain mask channel. (Note, the Dirt layer was turned of in this image by accident).
    Click image for larger version. 

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    I dunno, I'm pretty sure I've gotten everything before that step. I mostly just don't understand what to do there.

  10. #10
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    Quote Originally Posted by RobA View Post
    Post 11:Let There be Mountains

    Before you continue, there is a better way I found to make mountains located over here. It works well with the rest of this tutorial, and seems much easier and predictable than what follows here...

    I love the look of this tutorial and I plan on starting it here in a few minutes, but I've got one problem. I see there are two posts that you have linked to other peoples tutorials on how to do mountains, and forests, and the links do not work. Do we know how long it's going to be before the forum is fixed? Or another suggestion on how I can find those particular posts, so I can use those methods over the ones you suggested?
    Thanks
    Mars
    Last edited by Warder; 12-17-2012 at 06:03 PM.

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