Page 3 of 6 FirstFirst 123456 LastLast
Results 21 to 30 of 57

Thread: January 2011 Challenge: The Coreroads of the Bergan Dwarves

  1. #21
    Guild Master Facebook Connected jtougas's Avatar
    Join Date
    Sep 2010
    Location
    Wales Massachusetts
    Posts
    2,813
    Blog Entries
    27

    Default

    Looks great !!
    I am the breath of Dragons...The Song of Mountains...The Stories of Rivers....The Heart of Cities.... I am A Cartographer....

    Finished Maps
    Kingdom Of Shendenflar Campaign Setting (WIP)

    Everything I post is free for use and redistribution under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 licence, except where noted otherwise in the thread.

  2. #22
    Guild Adept moutarde's Avatar
    Join Date
    Oct 2009
    Location
    Vancouver
    Posts
    485

    Default

    Regional inset is now fully coloured. Colouring is fun, especially when you don't have to worry about staying between the lines I think I'll probably some sort of drop shadow under the tunnels to give it some more oomph. Just need to figure out how to do that without layer styles, and without ruining the colour on top.

    ### LATEST WIP ###
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

Name:	Bergan Coreroads.jpg 
Views:	47 
Size:	3.23 MB 
ID:	32372  

  3. #23
    Community Leader Jaxilon's Avatar
    Join Date
    Nov 2009
    Location
    A beach in Ecuador
    Posts
    5,548

    Default

    What about laying down a stroke around those tunnels and then blurring them away from the inside. That would give them some depth maybe?
    “When it’s over and you look in the mirror, did you do the best that you were capable of? If so, the score does not matter. But if you find that you did your best you were capable of, you will find it to your liking.” -John Wooden

    * Rivengard * My Finished Maps * My Challenge Maps * My deviantArt

  4. #24
    Guild Adept moutarde's Avatar
    Join Date
    Oct 2009
    Location
    Vancouver
    Posts
    485

    Default

    I've tried a few things, but the best so far is a airbrush, watercolour, scatter, dual, texture (and some others I think?) 50% grey with low opacity and flow, with the layer set to colour burn. Gives it a nice rough brown glow that pretty much leaves the colour intact. I should be able to upload a wiped with that tomorrow.

  5. #25
    Guild Adept moutarde's Avatar
    Join Date
    Oct 2009
    Location
    Vancouver
    Posts
    485

    Default

    This is what I've got going on for outlining the tunnels a bit more. It passed the wife test, so I'm pretty happy with it
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

Name:	tunnel burn test.jpg 
Views:	47 
Size:	1.05 MB 
ID:	32410  

  6. #26
    Community Leader Guild Sponsor Gidde's Avatar
    Join Date
    May 2009
    Location
    Michigan, USA
    Posts
    3,673

    Default

    Aesthetically that looks really good, but then when I try to actually read the map it kind of optical-illusions my eyes a bit. I'm having trouble telling which sections are big rooms which are part of the tunnels and which sections are big spaces that aren't part of the tunnels. maybe a really light shading of that same color filling the actual tunnel rooms would delineate the positive/negative space better? I mean, when I really look I can tell what's going on but it still keeps trying to flip-flop on me in my brain.

  7. #27
    Guild Adept moutarde's Avatar
    Join Date
    Oct 2009
    Location
    Vancouver
    Posts
    485

    Default

    Thanks Gidde, that's a really good point. It didn't even occur to me, even though I sort of had the same problem while drawing it! I'll add some cross-hatching to the caverns and that should fix it right up

  8. #28
    Guild Adept moutarde's Avatar
    Join Date
    Oct 2009
    Location
    Vancouver
    Posts
    485

    Default

    Small update with cross-hatching added into the caverns. I didn't really want to have the danger colours go from green to red, but the yellow isn't reading very well at all, so I think I might have to change that. This also shows my first stab at a few of the caverns that have pools in them, but I really don't like them right now. Not sure where I'm going to go with those.

    Click image for larger version. 

Name:	tunnel burn test.jpg 
Views:	46 
Size:	1.93 MB 
ID:	32465

  9. #29
    Community Leader Guild Sponsor Gidde's Avatar
    Join Date
    May 2009
    Location
    Michigan, USA
    Posts
    3,673

    Default

    The cross hatching really helps, I can tell where the tunnel rooms are now. Not sure about the pools, but I agree that they need something. I'll think about it too

  10. #30
    Guild Adept moutarde's Avatar
    Join Date
    Oct 2009
    Location
    Vancouver
    Posts
    485

    Default

    Finished colouring all the tunnels, started in on the labels and added a legend. Also decided to splash a bunch of colour to show the whole of the underground sea, rather than just the parts that are easily accessible. I think it's working better than the original little blotches, but I'm still not entirely sure about it.

    ### LATEST WIP ###
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

Name:	Bergan Coreroads.jpg 
Views:	66 
Size:	1.92 MB 
ID:	32484  

Page 3 of 6 FirstFirst 123456 LastLast

Posting Permissions

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