World Machine - Coastal Erosion

2018-01-03

World Machine basics continues, this time with the Coastal Erosion Device. It is a vital but often misused device that requires a bit of control to work properly. 

Why didn't I think of that before?

2018-01-01

Figuring out a better way of doing things can sometimes take a surprisingly long time, and then all of a sudden strike you. I've worked with 3D terrain tools for over twenty years now and one of the main frustrations for me have been to try and create believable lakes and rivers.

The situation have always been like this: I have managed to make a great looking landscape. Then when I'm trying to place rivers and lakes they need to shape the landscape around them in order to fit in properly, but this inevitably messed up the geometry and required erosion to be applied again which had to be basked and so on. this It became a vicious cycle of refinement and masking over and over in order to create believable lake and river systems.

Over the years I've refined this five major times and made significant improvements, but to the price of more and more recalculations and masking, which take  time to render. Two days ago when I was working in Photoshop listening to music it just struck me to reverse how I did things.

Up until now I've always assumed it was best to mimic nature an have lakes and rivers affecting the landscape, but what if you instead started with the lakes and rivers and then let them shape the landscape around them. My idea was that this way you create a single set of elevation data and masks that can then be used throughout the rest of the landscape build.

I did a simple test build which kept me up much later than New Years, so now you know my priorities! It turned out really well so now I'm reworking my islands project to take advantage of this way of doing things.

So far my impression is that the results are better than anything I've achieved before and much improved performance, so it is a win win. Note that this only affects in which order the data are generated and processed, so nothing stops you from first creating the landscape and then adding lakes and rivers. World Machine will adjust the landscape will readjust to the added water.

One of the most striking benefits are the fast response you get when you edit river and lake shapes. The other is that now you can create both lakes and rivers using the same Layout Generator which means that rivers now are properly attached to lakes automatically, in most cases. You still have to make sure they are properly welded and on the same elevation.

I haven't extracted data and applied it to texturing yet, so there might be a snafu or two still to be worked out, but I can't see any reason why that should work. That is my mission of the day to put all that back together again using the new lakes and rivers.

Here is a link to my basic test file so toy can try it out:

https://www.dropbox.com/s/1cvqawlc2k71iuo/Rivers%20First%20-2.tmd?dl=0

Here is my new version of the Island Project using the new rivers:

https://www.dropbox.com/s/amknb5d11it2s8k/Islands%20Low-121%20Rivers%20Before.tmd?dl=0

I have to issue a warning for this file. The regular Views are no longer functioning. I've created temporary view here:

You can use this one until the textures are back in play again, which I hope to have fixed today.

Guest Creators

2018-01-01

One of primary my goals for my Patreon is to try and make some of my most desired fantasy mapping related wishes come true. In order for that to happen I need the help of other talented creators who can help me out in areas that are not my expertise.

The first one I'm ready to announce is Darlene, the creator of the iconic original Greyhawk map that sparked my interest in Fantasy Cartography back in the 80's. 

Her work have always been an inspiration to me, especially her calligraphy. So I've asked her to come and help us out in that field in 2018!

I have other creators in mind as well for other projects, but more on that later. 

Ocean Masking Lendore Isle

2017-12-31

Here is an example of how a days work can be when you're a Fantasy Cartographer.

Flanaess - High Resolution PSB

2017-12-31

Here is a link to my highres Flanaess Terrain image:
https://www.dropbox.com/s/k1bgc9xvvad29cv/Terrain%20600ppi%20layered%20160712.psb?dl=0

This is a PSB (Photoshop Large Format) file that is 15.6 GB in size so its not for every computer and Photoshop is the only application I know of that support PSB-files. Even Adobes other applications like Illustrator doesn't support it. But in order to get the best possible detail this is the file to use!

I will chop it up into pieces and share the pieces later when we get more into Flanaess mapping and the use of Guide Maps. But in the mean time here you can grab something I've never shared with anyone before!  

How to best celebrate Needfest?

2017-12-31

As all us Greyhawk fans I'm getting ready to celebrate Needfest and the new year soon to be upon us, and what better way of doing it that to spend a day working on Lendore Isle!

In a burst of creative ideas I just needed to test a new approach to reuse my Flanaess map as a direct base for a 3D version. This involves (as so much of mapping work) masking, so today have been mostly spent in Photoshop painting white to mask the ocean.

As a source I'm using a 600 dpi version of my Flanaess terrain, instead of the 200 dpi version used in the final map. I which I could have used it for the final Flanaess map but it is a hefty 15.3 GB in size, and with symbols and text it would bring almost any knows PC (personal computer that is) to its knees. So I had to cut it down to a third of the resolution.

As a special Needfest gift I'm going to share the high resolution terrain file with all the Cartographer Level backers for their personal projects.

Patreon Project 2 - Islands are also progressing, did all the forests yesterday and will dig into beaches and water texture in a day or two, after I have made a couple of videos that will be posted here for various backer levels.

How to best celebrate Needfest, well I leave that up to you with a which that your New Year festivities will be wonderful!

I also want to say a special welcome to all our new backers, welcome aboard and thank you so much for your support! 

A dark horse comeback?

2017-12-29

I can't keep this a secret any longer. In my job you constantly have to try and do the impossible and even worse, invent better ways of doing the impossible in order to get better results with less work. The main constraint are either technical or not enough time or both.

Back in the 1990's when I laid down the foundations for my Flanaess map the only real option was Bryce 3D, and the 3D is in my case more of a misnomer, I couldn't really create 3D maps. To get something that looks cool and could be done in a reasonable amount of time I had to settle for a top down view of a "Fake 3D" world. 

Now it is 25 years later and maybe even a garage opener are way more powerful than the Pentium I used back then. The same goes for software which can now handle thousands if not even many millions times more data effectively, that is the main reason I started to use World Machine.

What World Machine couldn't do very effectively (and believe when I say I've tried) to create 3D terrain that accurately match the top down images of my Flanaess map. To do that effectively you need a more artistic approach that are highly controllable. That artistic control are now becoming a reality!

The latest version of Vue have support for using your Wacom Pen to sculpt or paint terrain elevation, and Gaea are set to have that support as well. This makes me confident enough to say that it is time to look into a fully 3D version of my Flanaess map!

This also opens up another of my Holy Grail's of mapping (been watching Knightfall too much), start big and then detail certain areas as desired. I've already started to work on a World Machine template to create new terrain that will closely match my old Bryce terrain.

This is created in one tench the scale which means it can be done many times faster. This terrain can then be imported into Gaea and Vue for refinement and rendering of small area maps in much more detail.  

There are still some kinks to work out, but I'm confident enough to say it will work and work well. To combine the power of fractals with an artistic flair is what made me a mapper in the first place, and now is the time to bring that combination into the 21st century.

To celebrate my 20th year Flanaess anniversary with a renewal of the old in a new way have me really stoked for next year, and I wanted to share that with you guys before going public with this. there are some more experimentation to do, and I need to spend around $1600 on a Vue upgrade, but its looking very promising indeed! 

Old Turfs - 20 year revival.

2017-12-28

Those of you who read my thank you post, noticed that I stated that next fall my goal is to take a year off to do what I like the most mapping my campaign. Yes I want to lay all other mapping aside for a year to get back into the Greyhawk groove again!

Why wait until next fall and what am I going to work on?

The delayed start no later than August comes primarily that I have commissioned work scheduled in parallel to Patreon pretty much until then, and the 20 year mark is October 2018. So those two reasons make fall a good time to start. A third reason is that I want to have some of the new tools up and running by then as well.

What I'm going to work on is pretty much up to you guys! With a full year of full time work means we can do quite a lot. There are several things to consider. Large of small projects, research and technical limitations are the first ones in my mind. 

Project ideas I'm thinking of are: Iconic locations, historic, trade, climate ocean currents, new lands are obvious candidates to me. There are also some stuff I'm thinking of that are not really maps but something I always wanted to do, things like scripts and symbols of the Flanaess, more heraldry, architectural styles. 

Some are better candidates than others, i'm just listing things that I always wanted to do. An obvious category I didn't mention is city maps, for that one there are some super cool tools that I would love to make use of. They are expensive and requires some learning so might not be withing my budged (both time and money wise) for next year. So a Greyhawk City project I would like to hold off a year or two on 😉

Research will be a vital part of this project so any and all help will be very much appreciated.  We need to set up some better way to collaborate next year. Discord, Google Hangouts or something, whatever might work best. 

This might be what is needed to bring this Patreon up to full speed and make real progress and bring in more people!

Thank you again for supporting me, I'm really looking forward to next year 🙂

Back to work again!

2017-12-28

I hope you all had a great Christmas and got a chance to catch up with family and friends. I had a great couple of days with family and also finally took the time to replace my 14 year old car with a new one. It was out of necessity, the old one was falling apart, and as you well know I've had enough of things falling apart lately!


Today I'm back at my  (still sit down only) desk again working on the Island Project making good progress. Ground texturing pretty much done and a good part of vegetation as well. Water and beaches still need a work over.

The forest is still only conifers the leafy trees are still to be added into the mix. First a look at the texture:

and then the shading:

These two will be properly rendered and then imported into Photoshop for the final touch up and top down map. There will be special posts and videos about that part when I get there in a week or so. Before then there will be basic and advanced posts and videos explaining texturing and forests in World Machine, expect them in a day or two.   

New Horizons and Old Turfs

2017-12-24

Thank you all for joining my Patreon, its been a goal of mine for years to do this and now its finally coming true. Only one small project done so far, but its only been a couple of months, and the there are more to come, much more. This time of year despite all the hectic preparations for festivities and family gatherings, it is still important for me to try and sum up my efforts and to set up my future goals.

This year has been mainly about Midgard, a huge undertaking that have keep me busy for over a year. Midgard have been the second biggest project of my career weighing in just after my Flanaess map. If you include the Southlands it is in many respects my biggest project to date that have spanned over the last three years. This year I've also managed to do about a dozen other small projects for novels, the computer screen, a number of adventures and a map of a real world resort!

Next year its time to leave Midgard, at least for a time, and come back to old familiar turfs. There is a special reason for this, my career as a fantasy cartographer started. It began very humbly when in 1996 I lay my hands on Bryce 3D and decided to try and learn to use it and create a map for my Greyhawk campaign. I struggled for a few years and started to get result I liked, something called the Internet came along and I decided to share my work some years later and the rest you know!

Below is what my first mapped bits that are still part of the final Flanaess map looks like. It is a piece of the Wild Coast that I cherish not for the quality but for the memories of all the struggle it took to create it. It dates from October 1998. 

After twenty years it is time to return to my roots and recharge my creativity byt doing what I love the most, mapping my campaign. Starting next fall my goal is to dedicate a whole year to Greyhawk mapping, and Patreon will be the place where things will be around with previews and decisions of what should be done!

Technically 2018 will probably be a year of big change, maybe not in the end result but in how to get there. New tools that are harnessing the capabilities of modern computer graphics are finally starting to arrive, and instead of gazing at small fuzzy preview ports that takes forever to update you can see things in almost full glory instantly. This will cut most of the wait and most of the guess work out of the equation, and I will not miss the minutes of waiting every time I make a change, just too see that the results are not what I intended.

The now old World Machine will get some needed competition in the race for best high quality terrain generation software. There are a number of contenders including World Machine itself, but I doubt that Stephen Schmitt will be able to ramp up his development to keep up with the others. Two new hot contenders are Gaea and Instant Terra, both make extensive use of GPU power and have a modern flexible UI. Terragen and Vue are still in the race for the best tool for CG terrain as well. A dark horse in this race are the game engine tools like World Creator for Unity. 

I work with large worlds which means I have special needs that are not what most users who create for computer games or illustrations have. This is one of the main reasons I like World Machine so much and have stuck with it despite a lackluster development progress. Both Instant Terra and Gaea seem to be able to match or surpass World Machine in this critical aspect and they also have the fractal and advanced erosive pluming needed to create great looking landscapes. Gaea promises to take things further in a a way that I have always dreamt of, an artistic driven approach. Applied on top of the fractal mess and technical pluming that are needed, but throws me off target way too often, it can do wonders for my creative focus.

The other side of my work is the gaming side of things, to make the result more useful and inspiring. This is something that will be my main focus moving forward. In order to try and accomplish this I pledge to game more and regularly, as a player in others games but also to run my own games. My Greyhawk gaming have been on a three year hiatus and to start again as a part of mapping the world of Greyhawk again will go hand in hand. The first project will be Lendore Isle early next year. 

The other goal for next year it to learn new tools, and advance my skills in a few of the ones I'm already using. When it comes to old tools Vue is highest on my list, its been in my inventory for eight years and still my skills are only basic. By the end of next year I want to bring my Vue mojo up to a professional level. The latest version of Vue also have better terrain generating capabilities which makes it even more interesting, and the rendering features are second to none. This has been my main reason to use Vue so far, but I want to expand the use as a foundation for future endeavors into more close up mapping. Things like locations, cities and battle maps are tasks that Vue can be a superb tool for. 

Realm Works and Hero Lab deserves a special mention here since I have been using them a lot for several years as a player and in the background. Next year I will bring forth that work in the public light as a part of both my own games and how to use my maps. 

New tools topping my list to learn are Gaea and Other World Mapper. Tools I will start to look into next year are Geographical Information Systems (GIS) both Open Source and commercial tools. My time and capacity to learn will probably be met and exceeded with this, but just in case there are more inspiration the game engine Unity have been in my sights for several years.

I love to keep myself busy, creating and pushing new boundaries. I need your help in this. both to make it possible to set other things aside and to keep me focused and inspired. Thank you again for all your help and support, I could not do this without you!

Merry Christmas and Happy New Years, together we can visit the most amazing places.

Anna   

1 46 47 48 49 50 54