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Thread: [Award Winner] A medieval town map tutorial in Photoshop

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  1. #1
    Community Leader pyrandon's Avatar
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    Default IV. Adding Geography

    RIVER & LAKE DETAILS
    Now in a new layer just above “rivers” called “river details”, touch up your water using lighter blues (even whitish-blues) with a soft-edged brush set at a low opacity.

    • Hint: Before beginning, you may wish to ctrl-click the “rivers” layer (or use the magic wand on the blue); this will select the rivers and thus prevent you from accidentally coloring outside the lines.

    • When done, you may wish to smudge the rivers to simulate a flow. You also may wish to use Filter>Distort>Ripple filter on it.

    • Set the layer blending mode of "river details" to Lighten & play with opacity

    • Remember that deeper water is always darker


    ROCKY TERRAIN
    In a new layer above “background” create a “rocks” layer—if you plan to have rocks/cliffs/mountains, etc..

    • With a large, soft brush set at medium-low opacity & flow (30%?), draw in rocky areas in a tan/brown color.

    • Then, with a smaller, harder-edged brush, draw in details in a darker brown (or even black); set your brush to a more stark opacity & flow (60% or so). It helps to draw mainly in the direction of the slope (i.e., draw "downhill" lines), with a few crosscutting them for variety! When done, set the opacity of this layer down to around 50% [see image below]

    • Finally, add a layer style of “Bevel and Emboss”—inner bevel, smooth. Also play with the highlight mode (I turned mine to overlay to cut on the glare!). Finally in that layer style box, add texture (one of the stock ones was used for mine) & contour (my range was dropped to 40%) [You can see my settings, below. Note from the uppermost screen that I already determined the angle and altitude of the shading; this will be explained below, but it's time to decide from which direction your light source will shine.)

    If, after applying, you can still see the lines you drew, either lower the layer's opacity OR run a Gaussian Blur on the layer.


    HINT: Once you like your settings in the layer style window, click the "New Style" button & give it a name. Next map, after drawing your squiggles, pull up the layer style menu, click "Styles" and you'll see yours listed. Click it and BAM! Instant style! [see image, below]
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    Last edited by pyrandon; 11-13-2007 at 10:07 AM.
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  2. #2
    Community Leader pyrandon's Avatar
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    Default V. Elevations & Shadows

    The construction of this map is not 3D, although the end result hopefully shows some slight illusion of such. While there are a few ways of achieving a 3D "height map" in Photoshop (such as displacement maps), and while cartographers often demonstrate elevations by color (hypsometrically), I chose instead the extremely simple method of darkening lower elevations, then adding shadows.

    Create a new layer above all others called “elevations,” and set the layer blend mode to “multiply.”

    Choose a large, soft-edged brush of your choice (I like to use a textured one), set to around 10% opacity & 10% flow. Then...

    • Color with black all elevation areas EXCEPT the highest "peak(s)" of the hill(s). [see image, below]. HINT: keep your mouse/pen held down for the entire painting of the dark color; this will maintain consistency with no darker overlapping. You can also run a Gaussian Blur on the layer if you notice overlaps or edges.

    • Create another new layer above "elevations", set its blending to "Multiply", and repeat the darkening process, darkening everything but the next highest peaks of hills. Do this over and over so the lowest valleys are the darkest. [see image, below]

    • Don’t be afraid to go dark! Later you can always lighten up with the opacity of the layer--or even play with the brightness adjustments, levels, and such.

    • If you haven’t already, decide from which direction the light source is shining (in mine it’s upper-right) & then shadow on the opposite sides of hills, etc. This will add to the a sense of 3 dimensionality. [see image, below]

    • Once done, merge all elevations layers. You may wish to play with the opacity of the "elevations" layer &/or run a final Filter>Blur>Gaussian Blur.

    • To create even more depth and interest, copy the final “elevations” layer on top of the original, then set the copy to a different blending mode (such as darken, color burn, etc.)
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    Last edited by pyrandon; 11-12-2007 at 09:16 PM.
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  3. #3
    Community Leader pyrandon's Avatar
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    Default VI. Building & Road Improvement

    BUILDINGS
    Let's give the buildings some life now. Ctrl-click (or Apple-click) in the “Buildings” layer to select the buildings, then add some random color variations with a small, soft brush; since the buildings are selected you should be able to draw quickly without leaving the lines.

    Then apply a couple layer styles: Drop Shadow first, then Bevel & Emboss. [You can see my settings in the image, below. The texture I'm using is simply a pattern I created out of a picture of a brick wall.]

    Now copy this "buildings" layer on top of itself. Gaussian Blur the new layer, then drop the opacity way down to reduce the sharp edges slightly.

    I also copied the buildings one more time on top of the other two, then set the layer blend mode to "multiply" & played with opacity.


    ROADS
    To create eye interest in the roads set the "roads" layer's blending mode to "overlay" and then Gaussian Blur it ever so slightly.

    Then run Filter>Texture>Texturizer, with sandstone texture set to the smallest scaling (50%) and verrrrry shallow relief. I also ran Filter>Artistic>Paint daubs on the roads to break the monotony of the sandstone.

    Copy this layer on top of the original and set the upper's blending mode to "multiply"; play with the opacity to taste. [see image, below]

    With a darker brown I also drew in lines for bridges, which turned out fair.
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  4. #4
    Community Leader pyrandon's Avatar
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    Default VII. Vegetation

    GRASS
    Because our green "background" layer is a bit too flat, give it some life by creating a new layer above it called "grass". Fill that layer with an almost-white gray color, then run Filter->Artistic->Sponge, with settings around: brush size 3, definition 15, smoothness 4 (play with these to taste, of course).

    Next set the "grass" layer's blending mode to "multiply" & down the opacity to 60-70% or so. (you may also wish to run a Gaussian Blur on it very lightly to downplay the edges.) [see image]


    TREES
    Of the many ways to add forests, I chose to use a seamless tile I previously created from a picture of some trees. And may I say that creating that one pattern was an amazingly useful project--I highly recommend you do the same! (You can easily be taught how to create both a seamless tile and how to define a pattern in about 10 minutes by doing an Internet search).

    First click Layer->New Fill Layer->Pattern, and name it "trees"; in the next screen, choose your tree pattern at whatever scale you deem best. The entire image will instantly be covered with forests. Then use the paint bucket to fill the "trees" layer with solid black--all the forests will disappear.

    Now with a white brush of your choice, draw wherever you want trees, and the trees will appear! I used a large brush to create forest areas and smaller brush to dab in individual trees; I also used some of the spotty brushes to break up the solid edges.

    Now, your trees are placed, but they probably look very flat next to the other 3D-ish details of the map. So add a Drop shadow, Inner shadow, Bevel & Emboss (inner bevel, chisel hard) + texture set to the same tree pattern with which you filled the layer.

    There you have it! [see image, below]


    GROUND COVER
    Finally, let's add some random shrubbery and ground cover. Create a new layer above the "trees" layer called "vegetation". Set layer style settings close to your "trees" layer [see my settings in the image, below].

    Then choose a smaller stipple brush set to 40-50% opacity and fill. With various greens, browns, etc. either dab or draw in ground cover. Change brush tips, colors, and opacity/fill often for more detail and realism. (One note: the harder the brush & higher the fill/opacity, the taller the vegetation will appear, for the shadows and such will be more pronounced.)

    You can even draw on top of the trees you just placed to lend them further dimension.
    [see image below]
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    Last edited by pyrandon; 11-13-2007 at 10:02 AM.
    Don
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  5. #5

  6. #6
    Community Leader pyrandon's Avatar
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    Default VIII. Final Adjustments

    The bulk of the grunt work is now done, so time to step back and assess. Most likely the first thing you'll notice is that the entire map is quite dark. The best way to lighten it up is adding an adjustment layer as the top layer in your stack (Layer->New Adjustment Layer); which type you choose is up to you: Brightness/Contrast is easiest, Levels allows a little more control, and Curves boasts most control but can be tricky.

    You could also play with the color scheme in this same way by adding an adjustment layer for Color Balance. Even the Photo Filter can offer some interesting, subtle color effects.

    Also, if colors look a bit too neon/pastel for your tastes, add an adjustment layer for hue/saturation.

    This is really just the "play" stage, so try a few things to near your vision for your map.

    Below is the before & after version of my map, showing the adjusted colors and brlightening.
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    Don
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  7. #7
    Community Leader pyrandon's Avatar
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    Default IX. Fields & Finishing

    FIELDS
    First, I decided last-minute to add farm fields. I created a new layer called "fields" just below the "elevations" layer, set its blending mode to "overlay," and filled it entirely with a dirt-brown color. Then I ran Filter->Texture->Texturizer on it, set to canvas with high scaling (125%) and low relief (10). Then place a layer mask on it and fill with black so all the "fields" disappear.

    Then use a white color to paint in fields where you want them. To finish them off, blur the mask a bit (make sure the mask is highlighted in the layers display, not the brown!), and play with Image->Adjustments settings such as brightness/contrast, levels, and color balance. If you wish, you can also blur the fields themselves, plus use stippling brushes to enter tiny little rows of crops, etc. Opacity of the layer could be adjusted too, to blend with the rest of the landscape a bit.


    TEXT
    Next choose a font and label your locations. When you're done, ctrl-click them all and Layer->Merge Down. Then place a layer style of drop shadow, making settings fit your tatses. I also placed a very slight guassian blur (3 px.) to soften the hard edges.

    If you wish, you can also increase the canvas size (Edit->Canvas Size) and frame the map by creating and filling a new layer as the lowermost of the stack.


    IMAGE SIZE
    If you plan to print this map, size really will not matter: you'll print it to the largest size you can manage. If working in a digital environment only, think about how closely you'd ideally want the viewer to zoom. This style of map is not intended to be looked at through a microscope, thus I scaled my image down to 900px square; this way 100% zoom is the perfect, closest distance I'd like someone's eye to get a clear shot.


    For all intents & purposes this is a finished, usable, "realistic" map! [see image, below] In the next post, though, I'll give some other ideas for post-production filters and fun tweaks to transform "Koppollex" into a more "artistic" map.
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    Last edited by pyrandon; 11-15-2007 at 09:12 AM.
    Don
    My gallery is here
    __________________________________________________ _______
    "Keep your mind in hell, but despair not." --Saint Silouan [1866-1938]

  8. #8

    Default

    Dear pyrandon i try make this but what you do after step 5 :



    for this:



    The houses and roads ok, but how looking soo good the second image?

    A new lighter layer, or some light source?

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