Loopysue
Loopysue
About
- Username
- Loopysue
- Joined
- Visits
- 10,272
- Last Active
- Roles
- Member, ProFantasy
- Points
- 10,055
- Birthday
- June 29, 1966
- Location
- Dorset, England, UK
- Real Name
- Sue Daniel (aka 'Mouse')
- Rank
- Cartographer
- Badges
- 27
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Sinister Sewers - Style Development Thread (CA207)
On the progress front, I'm still working on the outer walls of the sewer. I think a nice rugged stone fill would be better on the outside of everything fading into the black, but that's for later.
These wall segments (when I've got them right) can be used at any width and will probably be a connecting symbol in the imperial style.
And this is without the Blend Mode effect for those who want their water murky.
And for those who want it like slime just turn off the EFIs at the end of the list.
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Marine Dungeon - a Cartographer's Annual development thread
@Wyvern - take away the coral, leave the starfish and urchin, and add barnacles, mussels and limpets instead... do you think these colours would be a nice compromise for both tropical and temperate seas?
I've also split the rocks so that the underwater ones are darker, and the shore ones have wet sides.
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Marine Dungeon - a Cartographer's Annual development thread
It's a pity you can't do it the way I do it in dreams. The water exists as air. The only way I can tell I'm underwater is the light, the ripples in the sky, and the creatures swimming past. Think Mars gravity, thick air you can fly through if you flap your arms, coral and kelp instead of grass and trees, and 'flocks' of fish flying past instead of birds.
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Winter Village style development (March 2022 CA issue)
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WIP: Egyptian Floral Motif Column
The stone I've made isn't great, but I've done a wood texture I'm pretty pleased with, and which I can use to make things like wrecks (eventually). This is the best one I've done - combining things from 3 separate tuts by different people. They all think they have the best way of making wood, but it depends really on the scale and the application. Don't let this frighten you! It's not as complicated as it looks. I just had to squish all the nodes together so you could see what was there and the settings.
Most 'procedural' stone isn't procedural at all, but uses bitmap textures applied procedurally. Stone is a lot more simple than wood, which requires planks and a direction, and random variation of tone.
Still working on a true procedural stone...
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WIP: Manor house (problem with walls)
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New Mouse
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WIP: Dominion of Ostia
You can use a Color Key on the coast side of the snow to stop it peeling back. This is a different setup where I've used other effects as well as the Edge Fade/Color Key combo, but if I turn those effects off, you can see what I've done here.
There are 2 polys on the same sheet. Light and dark pink (the light pink represents the snow). The dark pink will be removed by the Color Key, but before that the combined area is eroded by the edge fade. The end result is that where the light pink is the edge of the combined area that edge will be faded, but where it is protected by the dark pink it will remain.
An alternative to this is to use the same snow texture on your tundra sheet, but you can have transparency acne issues if you do it that way.
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Live Mapping: Mercator Historical
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Live Mapping: Using FT3+ continents in CC3+
Hi everyone! :D
Following from some ideas in last week's live mapping session, Ralf will be looking at using Fractal Terrains-generated material in CC3+ overland styles in tomorrow's live mapping session.
Come along and join in the chat here:
https://www.youtube.com/watch?v=iqW-kQ7cC60
Or watch it here if you prefer, though there's no live chat on the forum.








