![]() ![]() I also like using the clone stamper and soft brushes (in Photoshop). So you can use the dodge and burn tools to level a landscape, or create mountains out of nothing. Something to remember here, is that light and dark does not mean just that, it also translates to elevation in your final DEM. Fantasy landscapes do not have to follow real-world rules after all. Here you are just going to grab whatever interests you, say a mountain range, and slap it somewhere else to make a new landscape. You can smash things together at random, or try and match geologically related landforms in plausible ways. You are taking existing shapes and moving them around to form something new. ![]() What you are doing here is a lot like making a photo mosaic or rearranging puzzle pieces. It is hard to describe this section without sounding like “step 2. I drop all these images into a empty Photoshop. One trick that works anytime you are worried about coarse data, is to work at a much larger scale than your final image. Ideally I hope to work out how to export at the original bit depth of the DEM, modify in that bit depth, and then make the finished DEM at that same bit depth, but you can still get good results with my current workflow. This leaves you with what is essentially a bunch of 8bit rasters, which might be a lot less than your original DEM, but you are going to be hacking at them like Frankenstein later on anyways. tif files at that scale through the layout tool in ArcGIS Pro (400 dpi). I am sure there is a better way to do this, but currently I export snippets of each tile as. For my example map, I am aiming for a area about the size of western Europe, so I will be working at 10,000,000km (rounded to make things easier). ![]() The same features can look very different at different scales and you want your data to look consistent, just like real terrain would. You then want to decide what scale your eventual fantasy map will be at. As I have said before, you can make any area unrecognizable, but I also enjoy going for more obscure terrain (if you are from the US or Europe of course) to begin with just to make it as fresh and exciting as possible. I got a tile from South America around southeastern Brazil, western India, and part of the Sakha Republic in Siberia (Russia). Does not have to be of a particular place, the goal is to get a lot of stuff to work with and pare it down later. I grabbed some elevation data from GMTED (you can get it here). Now we should have the bells and whistles.The first step is downloading this data. Merge them and Save (If you have troubles with this - google how to merge two images).įor the next detail I would like to have some clouds, so lets just search for a nice image with transparent background. For that just open the map with Gimp and drag the Hex Grid image into the Layers window on the right. Now you have a grid! I would create a separate image with the grid and the map combined for future reference (if you would like to select the region and redraw it in better detail, if your grid will be constantly "floating" it will be problematic). Save in PNG format to preserve transparency. Next we need to delete the white background.Light direction ~ 150-160 (seems to give the least shadowing) Open Gimp and make a plain (filled white) new image with the same size as your world mapįile->New-> change width/height ->"+advanced options"->Filled With( White)-> Press OKįilters->Distorts->Mosaic->Tiling primitives( Hexagons).So lets make em!įor making your own hex grid I will use GIMP: For nice looking global view you may want to use a hex grid overlay and maybe some clouds. ![]()
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