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Thread: [WIP] Building a world from tectonics onward

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  1. #1
    Professional Artist Naima's Avatar
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    Not sure if ayone knows but this guy is building a more firendly model to hat seems will include some decent climatic basic reconstruction , Dunno the details but perhaps looks interesting.

    https://store.steampowered.com/app/1892520/Rock_3/

  2. #2

    Default Interesting

    Interesting idea, I would like to see how this develops. I like the concept of building it up from here to have a better sense of continent design.

    Would you include where the sun(s) path to help determine climate on your continents?

  3. #3

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    After a fair bit of manual tweaking, I've gotten a "hybrid" climate map using the EPS output and tutorial / script from here. There are still some oddities--like an awful lot of subtropical highland climate--but overall I think it's a pretty nice compromise between the two different methods.

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  4. #4
    Guild Expert Facebook Connected Caenwyr's Avatar
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    I was wondering. Since you can place your prime meridian anywhere, why not rotate it around a bit so none of your major continents (except for the one near the south pole) are cut off at the edges? That would look something like this:

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    Nothing but a suggestion, and maybe there's something about that one loopy continent that makes it really important so you don't want to cut it up? I don't know. But other than that, I think this map is looking abso-effing-lutely gorgeous.
    Caenwyr Cartography


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  5. #5

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    Quote Originally Posted by Caenwyr View Post
    abso-effing-lutely gorgeous.
    This is pretty much my favorite compliment ever, so thanks for that

    You're also 110% right about the framing. In an earlier version no land masses were split and all was happy, but then I got the urge to start messing with tectonics and new continents came about and... well you see where we ended up. Now that I've likely exhausted my appetite for major changes, I'm going to do exactly what you suggest and rotate the whole thing so that no major landmasses get split.

  6. #6

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    Only took >1 year, but I've finally taken a stab at a "satellite style" texture map. I have basically no idea what I'm doing and can only stare at this for so long before going slightly nutty, so figured I'd post my current WIP here to see what more discerning eyes think.

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  7. #7
    Guild Adept Turambar's Avatar
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    Quote Originally Posted by MrBragg View Post
    Only took >1 year, but I've finally taken a stab at a "satellite style" texture map. I have basically no idea what I'm doing and can only stare at this for so long before going slightly nutty, so figured I'd post my current WIP here to see what more discerning eyes think.

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    I think it looks good, but the uniformity of the green is too consistent. There should be more areas of subtle variation even if the climate across the continent isn't that varied.

  8. #8
    Guild Journeyer Tiluchi's Avatar
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    Cool to see our worlds are at similar stages! I'm not sure if this is the best way to do it, but what I did for a "natural color" map was use a very high-resolution satellite image of Earth and sample the colors of areas with the same climates. After that it was lots of overlay brushwork and the smudge tool to make it look a bit more "natural", and playing with levels until I liked the color scheme.

  9. #9

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    Quote Originally Posted by Turambar View Post
    the uniformity of the green is too consistent
    Yeah, this was kind of my worry as well. I based the amount of variation on what there seemed to be in a similarly sized region of NA that has similar climates, but if it comes off as too uniform I can try to add in more medium frequency differences. Thanks for the suggestion, I'll see what I can do

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    Quote Originally Posted by Tiluchi View Post
    Cool to see our worlds are at similar stages! I'm not sure if this is the best way to do it, but what I did for a "natural color" map was use a very high-resolution satellite image of Earth and sample the colors of areas with the same climates. After that it was lots of overlay brushwork and the smudge tool to make it look a bit more "natural", and playing with levels until I liked the color scheme.
    Your recent update may have been what motivated me to get my act together and finally finish this draft! I mostly built these textures from satellite images, but it was a bit of a challenge to get things to have a uniform and reasonable amount of "noisiness" and not look either too similar or too different in terms of color and high/low-lights. I never thought topography would be the easy part

  10. #10
    Guild Journeyer Peter Toth's Avatar
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    Hi MrBragg,

    I don't know what degree of realism you're aiming for, but in the past I've used Arsheesh's tutorial at http://https://www.cartographersguil...heesh+tutorial. You might have to tweak the gradients to produce more variation in colours, however, but overall I was rather satisfied with this method. Tiluchi's method will probably yield more realistic results, but I still recommend Arsheesh's just for comparison.

    Looking forward to the final product!

    Peter

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