Page 2 of 3 FirstFirst 123 LastLast
Results 11 to 20 of 29

Thread: Welstar

  1. #11
    Software Dev/Rep Hai-Etlik's Avatar
    Join Date
    May 2009
    Location
    48° 28′ N 123° 8′ W
    Posts
    1,333
    Blog Entries
    1

    Default

    A bit more progress. I managed to reuse a crosshatching generator I wrote a while back for the farmland.

    Click image for larger version. 

Name:	welstar2.jpg 
Views:	56 
Size:	564.0 KB 
ID:	30428

  2. #12
    Software Dev/Rep Hai-Etlik's Avatar
    Join Date
    May 2009
    Location
    48° 28′ N 123° 8′ W
    Posts
    1,333
    Blog Entries
    1

    Default

    More adjustments, and the POIs have a more hand painted look, though I'm still not sure about them. Hopefully a bit more Filter Effect goodness will help. The scroll could do with some work too so it doesn't look so perfect.

    Click image for larger version. 

Name:	welstar2.jpg 
Views:	56 
Size:	564.7 KB 
ID:	30499

  3. #13
    Software Dev/Rep Hai-Etlik's Avatar
    Join Date
    May 2009
    Location
    48° 28′ N 123° 8′ W
    Posts
    1,333
    Blog Entries
    1

    Default

    I had to do some rescaling to get the filters working the way I want but here it is with preliminary effects for the ink and detail paint, and a bit of overall warping.

    Click image for larger version. 

Name:	welstar2.jpg 
Views:	85 
Size:	920.6 KB 
ID:	30653

  4. #14
    Guild Artisan geamon's Avatar
    Join Date
    May 2009
    Location
    Bronx, NY
    Posts
    616

    Default

    Used the VanGogh filter I'm assuming?
    Cheers, Julien

    Battlemaps, Town Maps, Tutorials.
    All my maps and content are posted and published under this Creative Commons License. Click Here for information on licensing.

  5. #15
    Software Dev/Rep Hai-Etlik's Avatar
    Join Date
    May 2009
    Location
    48° 28′ N 123° 8′ W
    Posts
    1,333
    Blog Entries
    1

    Default

    Quote Originally Posted by geamon View Post
    Used the VanGogh filter I'm assuming?
    No, built from scratch. The ink filter 'in' composes with perlin noise, and gaussian blurs it, then combines the two and multiplies with the background. The detail paint filter 'in' composes with fractal noise. The warp is a displacement map with fractal noise.

  6. #16
    Guild Artisan geamon's Avatar
    Join Date
    May 2009
    Location
    Bronx, NY
    Posts
    616

    Default

    Very similar effect I find, I haven't branched out into trying other custom made filters yet, one step at a time. Nice map by the way. Not a fan of the large heraldric icons in the stlye personal, but thats more prefrence personally.
    Cheers, Julien

    Battlemaps, Town Maps, Tutorials.
    All my maps and content are posted and published under this Creative Commons License. Click Here for information on licensing.

  7. #17
    Software Dev/Rep Hai-Etlik's Avatar
    Join Date
    May 2009
    Location
    48° 28′ N 123° 8′ W
    Posts
    1,333
    Blog Entries
    1

    Default

    Quote Originally Posted by geamon View Post
    Very similar effect I find, I haven't branched out into trying other custom made filters yet, one step at a time. Nice map by the way. Not a fan of the large heraldric icons in the stlye personal, but thats more prefrence personally.
    I normally use representational icons or plain text, but the heraldry felt more appropriate to this map given the themes and real world cultural influences of Welstar.

  8. #18

    Default

    Quote Originally Posted by Hai-Etlik View Post
    A bit more progress. I managed to reuse a crosshatching generator I wrote a while back for the farmland.
    I like everything but the fields. They are the only isometric looking element and jump out a bit. I think a straight orthogonal hatching might blend better...

    -Rob A>

  9. #19
    Software Dev/Rep Hai-Etlik's Avatar
    Join Date
    May 2009
    Location
    48° 28′ N 123° 8′ W
    Posts
    1,333
    Blog Entries
    1

    Default

    Quote Originally Posted by RobA View Post
    I like everything but the fields. They are the only isometric looking element and jump out a bit. I think a straight orthogonal hatching might blend better...
    Yes, that's one thing that bothered me (And actually there's the pyramid too, and the oasis sort of although it only has one natural axis.) on the other hand, it didn't look right when orthogonal either.

  10. #20

    Default

    Quote Originally Posted by Hai-Etlik View Post
    The standard restack script that comes with Inkscape was nowhere near able to deal with over 6000 trees so I had to write my own.
    Hey, give a guy a break, it was my first Inkscape script. Plus I'd never programed in python before I wrote it

    -Rob A>

Page 2 of 3 FirstFirst 123 LastLast

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •