The long grass is one of the fills in Bogie's Mapping Objects, modified with an HSL effect to bring it in line with the rest of the colour scheme, and the rest is a patchwork of DD3 grass fills.
The roads are the palest DD3 mud fill (I find cobbles or anything with a harder pattern a bit too much for city scale maps).
The line of the road is a hand drawn line 5 units wide, with a not quite black glow effect (inner) of 3 units (strength 5), and an edge fade inner of just 1 unit to take the hard edge off it. It looks better when surrounded by darker textures, but feels a bit weird if it crosses anything pale.
I'm working on the trees, but with this test map I'm also trying out a colour scheme for the city map, so I'm glad you like it
Its the same style as I used with Merelan City, only there I used extremely pale version of another Bogie fill to contrast better with the paler ground textures. If you take the thickness of the line right down to 2 it just leaves a faint mark - like a footpath. If you let your hand wobble a bit when drawing paths they look much more natural. Don't think I've ever seen a dead straight path anyway - except for the ones we have in this country that run along old railway lines.
I might experiment with the darker DD3 mud fills, and turn them greyish - see if I can't find a sort of cobbelish texture that isn't too distracting from the buildings
Cobbling is a bit artificial, stuck out in the country where the roads would be more of a mud track, but this is a test map.
The 'cobbles' are actually 'Grass03_CG_bg' - one of the textures in the Bogie's Mapping Collection Dungeon and City fills, set to a scale of 25 (in other words quite small). They wouldn't look great in a plaza because the redundancy would become immediately obvious, but its ok in a long thin line like a road.
I've used an RGB Matrix Process right at the top of the stack of effects to make the texture grey, and tweaked the settings a little to give it a bit of warmth rather than being hard grey.
I might try the granite fill from the same collection. It has more contrast, and is already grey coloured
I love that you explain exactly what you are doing and with what textures. it really helps us (well, me anyway) get a handle on these things. I am very grateful for your little mini-tuts.
Its not a big secret or anything, and everyone will see exactly what I've done to create the Sanctuary City map once its finished by examining the FCW
I'm just a tiny bit conscious that all the mess I have going on in such a large and complicated map might be a bit overwhelming, so a few explanations along the way should help. Merelan City has well over 130 Sheets, and probably twice as many sheet effects. I'm hoping that Sanctuary won't be half as complicated, but I don't know yet how big its going to get
Comments
The long grass is one of the fills in Bogie's Mapping Objects, modified with an HSL effect to bring it in line with the rest of the colour scheme, and the rest is a patchwork of DD3 grass fills.
The roads are the palest DD3 mud fill (I find cobbles or anything with a harder pattern a bit too much for city scale maps).
The line of the road is a hand drawn line 5 units wide, with a not quite black glow effect (inner) of 3 units (strength 5), and an edge fade inner of just 1 unit to take the hard edge off it. It looks better when surrounded by darker textures, but feels a bit weird if it crosses anything pale.
I'm working on the trees, but with this test map I'm also trying out a colour scheme for the city map, so I'm glad you like it
I might experiment with the darker DD3 mud fills, and turn them greyish - see if I can't find a sort of cobbelish texture that isn't too distracting from the buildings
[Image_8538]
Cobbling is a bit artificial, stuck out in the country where the roads would be more of a mud track, but this is a test map.
The 'cobbles' are actually 'Grass03_CG_bg' - one of the textures in the Bogie's Mapping Collection Dungeon and City fills, set to a scale of 25 (in other words quite small). They wouldn't look great in a plaza because the redundancy would become immediately obvious, but its ok in a long thin line like a road.
I've used an RGB Matrix Process right at the top of the stack of effects to make the texture grey, and tweaked the settings a little to give it a bit of warmth rather than being hard grey.
I might try the granite fill from the same collection. It has more contrast, and is already grey coloured
Its not a big secret or anything, and everyone will see exactly what I've done to create the Sanctuary City map once its finished by examining the FCW
I'm just a tiny bit conscious that all the mess I have going on in such a large and complicated map might be a bit overwhelming, so a few explanations along the way should help. Merelan City has well over 130 Sheets, and probably twice as many sheet effects. I'm hoping that Sanctuary won't be half as complicated, but I don't know yet how big its going to get