Loopysue
Loopysue
About
- Username
- Loopysue
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- Member, ProFantasy
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- 9,852
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- June 29, 1966
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- Dorset, England, UK
- Real Name
- Sue Daniel (aka 'Mouse')
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Live Mapping: Birdseye Continental
This week, Ralf is back with a demonstration of how to make a map using the March Annual issue - the new overland style "Birdseye Continental".
Come along and learn how it's done first hand and join in the chat here:
https://www.youtube.com/watch?v=tAOtenhrHRY
Or watch it here on the forum if you prefer*
*This thread isn't monitored during the live show, but is a place you can ask questions if you miss it.
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CC4 Overland Development Thread
When does a mountain become a hill, or a hill become a mountain? I've got all of them now I think.
Thanks for the suggestions :)
Those green mountains in Spectrum were more about matching the terrain details. I don't think I did a mountain background for that style, so there had to be mountains for every occasion. There is likely to be a mountain background in CC4 Overland, though I haven't really made my mind up about that yet.
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CC4 Overland Development Thread
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CC4 Overland Development Thread
Thank you, both :)
Ok - less peaky hills. Agreed.
@Quenten I wanted a fresh start with complete design freedom (taking suggestions into account). Spectrum is already full of things that I would have to continue to match against, including a colour scheme and a set of textures that aren't as good as I can do these days. Having to make everything fit with things I no longer consider my best work would be quite limiting. I'm hoping that CC4 Overland will be better than Spectrum. I hope it will be anyway.
@Ricko Yes, the angle of view for the model shot is quite a lot more oblique (side view) than Spectrum, which was absolutly isometric in all symbols. What I've done above is not true isometric, but like you I think it looks better. When I draw the mountains and hills I will probably flatten the bases very subtly, or make them less obviously rounded so they can fit together even more easily.
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CC4 Overland Development Thread
The image for the node setup turned out a bit blurry, so this is it again in a more readable fashion. I continue to work in Blender version 3.6.8 even though there are more up to date versions. They update/upgrade in a fashion that damages version compatibility. Some of these nodes no longer exist in the current version, or exist in such a changed state that they don't work the same way.
In the first image I use 2 Math nodes to do the same thing. This can be done with just one linked to the same inputs and outputs.
Have fun! :)



