A sneak peak at what the final map will look like. There are some neat details to be found if you look really carefully....
A break down on how this is done will come to the Cartographer Patreons very soon, I just need to add few more features 🙂
Working on the last touches of my first Patreon Project, and realizes that this is a learning experience for me as much as for you. Both how Patreon works and all your expectations and also from a technical perspective.
To document and try and explain what and how you're doing things, forces you to think again several times for each step. This have made me realize that I can improve, which I want to do as much as possible.
To match the technical with an implementation in the form of a Creative Commons part (read Greyhawk) is vital I think, both for me to focus my creativity better, and for most of you to get more out of this.
The other part is to evolve technically, which is happening much faster with the more bite sized projects here, more than in the often year long undertakings for my commissioned work. I've already listed a number of things to change for the next project, that I will elaborate on in detail when the Crater Project is done.
There will be a first poll in a couple of days, where you can decide the final looks of the Crater.
Thanks again for your interest, much appreciated!
Time for the last World Machine post for this project, bringing the horizontal slices together again after detailing and using the final texture.
Fairly straight forward with a File Input Device for each of the three ALT slices and one for the combined texture.
The final texture is combination of the three separate textures into one is done in Photoshop (or some form of image editor). My next post (or posts) will go into detail about that process and texture editing.
To seamlessly combine the ALT slices I'm using Combiners set to Max, and using a Blur Filter to soften the edges a bit.
Just like before remember to set the extents to 50 km and the Terrain altitudes to 0 - 10,000 m to avoid distortions. Then you can render the full terrain at your desired resolution, but remember what your input resolution is. No need to render the final combined terrain in a higher resolution than the data of the parts.
You can download my WM file here: https://www.dropbox.com/s/qiawv2n3rnm1rmv/Crater%20Final%2010K-2.tmd?dl=0
Next post: Texture editing, will come soon!
Project Crater is halfway finished. The terrain is created, textured and rendered. The terrain is a 50 x 50 km (30 x 30 miles) bit of very harsh terrain that can either be a planet devoid of life, a very harsh desert or similar location. Final scale will be 10 per pixel.
What remains is Photoshop touch up, final views and labeling.
The plan is to have this project done by the end of the month.
After a bit of work and rendering we now have a piece of terrain ready for final details and colors. This process will be done for each of our horizontal splices. Lets start with the lowest one.
The first step is to import it into a new WM file using a File Input Device. But before we dig into the detail of that, make sure the main extents match the extents we used in the previous file.
I also lock it and create a second extent that I call working. This way I have an extent that I can zoom and move around without messing up the one needed for imports and exports
Key aspects for this is the size and placement of the imported terrain. By using the main extent you only need to press the button Place into Current View and the imported terrain will be in the right place.
The next step is to add fine detail where needed and also make sure that the top part is untouched so it still matches the mid level terrain. That is done using the Cover Mask Selection.
For this project I have created for different types of details: Flatten, Blur, Bumpy and Terracing. The effect of Flatten and Blur are more less detail, but they interact with the terrain the same way. I could have created a special group for all the controllers but I was a bit lazy and didn't for this bit, so they are located in each child group. Data out from this is revised ALT (I use short code names) and Cover Mask.
The Cover Mask will come in use both for the final assembly of the three horizontal splices again as well as for the texture touch up in Photoshop, so it is wise to export it while we are rendering this.
Finally its time for texturing!
This group is fairly straight forward with additional colors and one texture added using various forms of selectors. You can use a Color Generator Device for Single Colors, a Colorizer Device for colors set to elevation or a File Input Device in order to use a bitmap texture.
In this case I'm using all three methods, and you can find download the texture file I'm using here: https://www.dropbox.com/s/nkrke7nozwfofyi/Desert3.tif?dl=0
You blend the different colors or textures using either a Chooser or Combiner. The Combiner gives you more options, with a number of different ways to blend colors. Texturing requires a lot of testing and creativity to get right. Things doesn't have to be perfect, you can touch up things using Photoshop afterwards as well.
When you are happy with how things look its time to set up the exports.
In this projects I'm going to export ALT, TEX, SHADOW and 0-3700 COVER MASK, so I added a Light-Map Map Maker Device as well.
Go over all the settings in each of the export devices and its time to render. If all goes well you should have the results after a few minutes or hours depending on your render resolution and hardware.
The other two horizontal slices will have to have a very similar setup. The only difference really is that the import is a bit more complicated using the low mask we just created.
Here is the 0-3700m WM file: https://www.dropbox.com/s/m4kxwkmzvs2kgyq/Crater%200-3700m-4.tmd?dl=0
The 3700-6200m WM file: https://www.dropbox.com/s/t00rko1f6og9ckc/Crater%203700-6200m-5.tmd?dl=0
and the 6200-10000m WM file: https://www.dropbox.com/s/hx7hlk6u8jhnhjq/Crater%206200-10000m-1.tmd?dl=0
Next post in the series How to Build a World, will be how to put the slices back again.
Time for the next "How to" post, this time it is time to prepare the terrain we created last time for final details and texturing. This is the what the final node network of the Crater looks like.
You can grab the file here: https://www.dropbox.com/s/vmxstyur97ze0uc/Crater%2010K-11.tmd?dl=0
The interesting part for this exercise is the Horizontal Split Export child group
Here is a sketch showing how the terrain is spliced and exported.
My reasoning behind this is to make sure make sure the terrain files can have enough fine grain details. Not really necessary for this project, but for the future. When we get into things like rivers and swamp lands we need a very high elevation resolution to make them look good.
Most WM uses are for computer games or to render a small area in detail or high mountains for a backdrop. But we are trying to set things up to handle both detail AND elevation span enough for a whole world if need be. Therefore I'm going to see if this work, and my results are very promising so until better tools comes along I'm going to use it.
I exported my Crater terrain at the highest build resolution possible in WM 16K, but you can use 8K or even 4K depending on your hardware or time. Make sure you use the Conserve Memory option in the project settings.
After the build, click on each of the Export Devices and Write output to disk. Change the path and file name to what works for you.
I use TIFF because it is a file format usable in many different applications. Rendering can take hours, but you only need to render once and then write all three export files.
Good luck with your Exports. Next post will be Terrain Detailing and Texturing, coming tomorrow!
Due to the success of my Patreon, and especially the number of patrons who have pledged to the Trailblazer and Cartography Levels. I now have both a platform and an obligation to undertake projects that satisfies as many backers as possible.
My impression is that there are two main reasons to back my Patreon. One is to urge me to create more of what I've been doing for years, Greyhawk Maps and in some cases Midgard maps. The other reason is more technical, to learn how to do what I do.
One of the most important goals for me is to try and make these to interests work in tandem and support each other, and not compete for time and resources.
The way I will try and make this work is to have each project have a technical goal with examples, and a practical implementation released as Creative Common content set in Greyhawk.
For example, the technical goal is to map fjords. The project will produce a map of fjords that has as many features that can be needed to produce a 3D model of a fjord landscape. This part of the project will be set in an "artificial world" that focus on solving technical challenges and interesting results.
The other part of the same project is to implement the technique in an appropriate area of the Flanaess (or other area of interest). For a fjordlands project the Vatun's Teeth area of the Kingdom of Schnai would be a great place. So a detailed map of the Schnal Fjord leading to the city of Soull would be the result.
One of the technical hurdles to overcome is to make sure the pieces fit together, so what is created in one project will match content made later. I think I now ho to do this properly, but it needs to be tested before we set out to map the Flanaess in 10 ft/px scale. A few projects that are separate from mainland Flanaess are needed to work out the kinks.
The first one will be Islands, where the technical part of the project is being decided by the Trailblazer and cartography backers right now. The Creative Commons part was voted on in the Flanaess Geographical Society Facebook group, and the winner was Lendore Isle so it will go first.
Next project will be multi project with the scope of a really large island or subcontinent, divided into parts and then merged. This will keep me busy the upcoming spring, and if the results are good enough its time to hit the mainland.
My working name for the "artificial world" that will be created to facilitate the technical examples is Ego. It will be a super detailed place with everything in it, but no names and stories attached. Eventually Ego maps will be available to purchase in various formats for non backers in Content Markets.
My Patreon Projects will start out with modest ambitions, but as technical hurdles are overcome and if I get more backers I will be able to tackle bigger and bigger pieces. One of my goals is to get enough support to be able to hire help, then we can do some big land grabs!
I think this approach can work and improve both the results and what can be mapped, and I hope you agree with me!
Time to brainstorm the next project.
My goal with this project is twofold: 1. Introduce water and vegetation. 2. prepare for the first Creative Commons Project: Lendore Isle.
The parameters this time is that it needs to be islands that fit in an area 100 km across (roughly 60 miles). So something surrounded by water and sticking out of it. What type of islands do you want?
All appropriate suggestions will be in a poll that all patreons can vote for on Monday, so you have from now until end of Sunday (Pacific Standard Time) to come up with interesting ideas.
Couldn't resist the temptation to make a couple of test renders in Vue to see what the final terrain could look like. The texture needs some more Photoshop work but its close to what I envisioned. I hope you agree 🙂
The terrain might look barren, but don't let that fool you. There are some interesting features hidden here and there, like near the center of the crater....