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Thread: [WIP] World of Aduhr

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  1. #1
    Guild Adept Harrg's Avatar
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    Finaly! I waited ur update so much. It`s look very cool. You keep teasing us parts. can you show how the whole world map looks like now?

  2. #2
    Guild Artisan Charerg's Avatar
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    After something of a hiatus in the project, here's some fresh progress on Aduhr. So, here are the polar landmasses past the medium resolution stage:

    Click image for larger version. 

Name:	Urgaleon post-medres.png 
Views:	111 
Size:	224.2 KB 
ID:	136193

    Still deglaciated topograhy, though now that the high-res stage has been reached, I'll definitely be slapping the big ice sheet on top pretty soon (will have to develop a colour scheme for that).
    Last edited by Charerg; 08-14-2023 at 04:52 AM.

  3. #3

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    Hey, this looks fantastic Charerg! Thank you for being such a large inspiration (and help!) to me and my own project!

  4. #4

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    Super late to the party here, but this looks great! I'm really glad to see you're still working on this, even if it does put the rest of us to shame

  5. #5
    Guild Artisan Charerg's Avatar
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    Thanks for the kind words, Shadix and MrBragg! I am indeed still working on this, though I must admit that I only picked up last week where I left off last summer (so progress has been slow). That said, given that most of the polar landmasses will be glaciated, finishing this part shouldn't take too long (fingers crossed).

    Here's something of a WIP-map with the glaciers thrown in:
    Click image for larger version. 

Name:	Urgaleon_glaciated.png 
Views:	37 
Size:	176.3 KB 
ID:	136870

    Still tinkering a bit with the "Glacier gradient", but the basic idea is to use a similar elevation gradient as usual but with different colours to represent the extent of glaciation. Though in this map the thickness of the ice isn't there yet, still working on the underlying topography (I'll probably skimp on the detail a lot though, when it comes to the glaciated areas).

  6. #6

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    Quote Originally Posted by Charerg View Post
    Thanks for the kind words, Shadix and MrBragg! I am indeed still working on this, though I must admit that I only picked up last week where I left off last summer (so progress has been slow). That said, given that most of the polar landmasses will be glaciated, finishing this part shouldn't take too long (fingers crossed).

    Here's something of a WIP-map with the glaciers thrown in:
    Click image for larger version. 

Name:	Urgaleon_glaciated.png 
Views:	37 
Size:	176.3 KB 
ID:	136870

    Still tinkering a bit with the "Glacier gradient", but the basic idea is to use a similar elevation gradient as usual but with different colours to represent the extent of glaciation. Though in this map the thickness of the ice isn't there yet, still working on the underlying topography (I'll probably skimp on the detail a lot though, when it comes to the glaciated areas).

    This looks great Charerg, I really like the style of the glacier, my own glaciers took me forever to figure out because I did multiple time periods. Incidentally, do you have anything like that planned for Aduhr? I'm imagining Beringia-like corridors opening up along that lower left-hand mountain range on the edge of the glacier. Also, I'm imagining that if a race of people had good boats they could sail the edge of the glacier maybe?
    (don't feel bad, I skimped on a lot of detail with Koreth, but I've been regretting it and have even debated going back and doing the terrain without glaciers)

  7. #7
    Guild Artisan Charerg's Avatar
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    In the end, I decided to first complete the deglaciated topography, and only then add the glaciers. Without further ado, here are the maps:

    Elevations:
    Click image for larger version. 

Name:	Urgaleon I.png 
Views:	12 
Size:	313.7 KB 
ID:	137374

    Gradual (with bump map):
    Click image for larger version. 

Name:	Urgaleon II.png 
Views:	13 
Size:	1.00 MB 
ID:	137375

    This time around, I changed my Wilbur process a bit. Namely I upscaled the final map into 2x resolution for processing through Wilbur, then downscaled back afterwards. Overall, this does seem to take care of Precipiton Erosion induced-artifacts, eliminating the need to do manual blurring afterwards. Wilbur has some built-in features for that purpose as well (Dilate & Erode), which I've been reluctant to utilise due to the relatively low res of these maps, but perhaps with 2x resolution those might work out as well. Will have to experiment with that a bit.

    @shadixdarkkon:
    Aduhr has indeed had some ice ages in the recent past. Though the "northern corridor" is relatively easy to cross even with present-day sea level (at least for humans).

    Next up, it's finally time to drop that big glacier on top (which I'm hoping will be a relatively quick procedure)!

  8. #8
    Professional Artist Naima's Avatar
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    Quote Originally Posted by Charerg View Post
    In the end, I decided to first complete the deglaciated topography, and only then add the glaciers. Without further ado, here are the maps:

    Elevations:
    Click image for larger version. 

Name:	Urgaleon I.png 
Views:	12 
Size:	313.7 KB 
ID:	137374

    Gradual (with bump map):
    Click image for larger version. 

Name:	Urgaleon II.png 
Views:	13 
Size:	1.00 MB 
ID:	137375

    This time around, I changed my Wilbur process a bit. Namely I upscaled the final map into 2x resolution for processing through Wilbur, then downscaled back afterwards. Overall, this does seem to take care of Precipiton Erosion induced-artifacts, eliminating the need to do manual blurring afterwards. Wilbur has some built-in features for that purpose as well (Dilate & Erode), which I've been reluctant to utilise due to the relatively low res of these maps, but perhaps with 2x resolution those might work out as well. Will have to experiment with that a bit.

    @shadixdarkkon:
    Aduhr has indeed had some ice ages in the recent past. Though the "northern corridor" is relatively easy to cross even with present-day sea level (at least for humans).

    Next up, it's finally time to drop that big glacier on top (which I'm hoping will be a relatively quick procedure)!
    Wilbur has also in erosion blurring/smoothing, what res are yo working on?

  9. #9
    Guild Artisan Charerg's Avatar
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    The resolution of the world map is 5800x2900. In the case of Urgaleon, it is the same as in the regional map I posted (1120x1010). I've been a bit reluctant to use Wilbur's Dilate+Erode for fear of losing details, but maybe if I do the Wilbur-processing at 2x resolution it becomes less of a problem.

    Btw, here is how the world map looks like now (with the deglaciated topography):
    Click image for larger version. 

Name:	Aduhr VI.png 
Views:	14 
Size:	5.00 MB 
ID:	137379

    What is a bit of an issue are the "stretch marks" resulting from re-projecting the polar-centric equirectangular back to regular equirectangular via GProjector. While browsing through Worldbuilding Pasta's blog a while back, I noticed he had an alternate method of reprojecting maps, using a Python-script as I recall. I think the main benefit was the lack of GProjector's resolution limits, anyone tried out if it also produces less distortion?
    Last edited by Charerg; 04-05-2024 at 07:53 AM.

  10. #10
    Professional Artist Naima's Avatar
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    Quote Originally Posted by Charerg View Post
    The resolution of the world map is 5800x2900. In the case of Urgaleon, it is the same as in the regional map I posted (1120x1010). I've been a bit reluctant to use Wilbur's Dilate+Erode for fear of losing details, but maybe if I do the Wilbur-processing at 2x resolution it becomes less of a problem.

    Btw, here is how the world map looks like now (with the deglaciated topography):
    Click image for larger version. 

Name:	Aduhr VI.png 
Views:	14 
Size:	5.00 MB 
ID:	137379

    What is a bit of an issue are the "stretch marks" resulting from re-projecting the polar-centric equirectangular back to regular equirectangular via GProjector. While browsing through Worldbuilding Pasta's blog a while back, I noticed he had an alternate method of reprojecting maps, using a Python-script as I recall. I think the main benefit was the lack of GProjector's resolution limits, anyone tried out if it also produces less distortion?
    This is way larger than my usual worldmaps as I cannot work with larger than 21 k maps , they crash wilbur and other tools I have may be because I would need a more powerfull pc?
    Anyway one I found the resolution I used perfectly fine, but if you want you could select single continents , enlarge , work on them and higher res anth then rescale back.

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