i·DeA

This is my Work In Progress Showcase.
这是我的绘画过程纪录。

Monday, September 16, 2013

Wheistadeur - Map

This is a map created for one of my stories.
这地图是我为我写的其中之一的故事而作的。

I added in the country names and splash a bit of colour for the green forest and yellow desert.
我放上了国家的名字和洒上一些颜色,绿树林和黄沙漠。

Finish!
完成!
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Object 物体 : Map 地图 
Medium 媒介: Digital 电脑
Tool工具 : HP Pavillion, 64-bit Vista, 4gb DDR3, nVidia Geforce GT120, Wacom Intuos 3
Programme 软件: Adobe Photoshop CS6

Saturday, September 14, 2013

Wheistadeur - III Dendrology

This is a map created for one of my stories.
这地图是我为我写的其中之一的故事而作的。



1. Basically, growth of forest requires soil, light and water. There are of course plants that do not require soil or light or water, but they normally won't be enough to form a large forest area.
The map's angle is not directly above, but a bit aerial view. The tree trunk would be revealed under the canopy, therefore it can approximately divided into canopy and trunk portions, and made two different brush presets for them.
Canopy - Due to the shape of forest is different shape and sizes, therefore the brush preset could not be define as the whole canopy shape. Instead, a crescent shape brush could be used to quickly shape out the forest outline and still versatile enough to keep the canopy edges.
Trunk - Simply draw out the basic trunk shape, then define as brush preset.
First, draw out the outline of the forest, then stamp the trunk underneath the canopy.
1. 大致上,森林的形成需要土、光和水。当然有些植物不需要土或光或水,不过那些通常不能形成巨大的森林区域。
地图的角度并不是直角,而是些微斜角。树干只会在树叶下露出,所以可以划分为树叶和树干,为此作了两种笔刷。
树叶 - 因为森林的形状大小不一,而且形状也不规则,所以笔刷不能是一个森林。反而是一个弦月形状更能很快的画出森林的区域,也保持树叶的约略形状。
树干 - 画出基本的树干,再弄成笔刷。
首先画出森林的区域,然后在下面印上树干。


2. Adding in forest, mountain, waves, swamps and all other details, yet it still looks kinda flat, so I added in some shadows, used only a small brush to crosshatch.
Then, the last part would be polishing up the map. Details of the map would still require a compass, scale bar and of course, the name. I merge the design of the name and compass together, and added a scale down global map as background of the compass. Other than standard unit for distance in the scale bar, I also added a scale for travelling time.
The last final part, polishing the map edges. I used masking to draw out the jagged edges of the map, by deciding how the map was rolled, then randomly added in the folds. The longer the fold, the longer the shadows. For a more realistic effect, I used Feather effect to add a paper texture overlay, and Inner Glow for darker outline.
2. 加上了森林、山峦、海浪、沼泽和一切细节,因为看起来还是很平坦,所以画上了阴影。只是用细小的笔刷画出交叉纹。
之后就是最后的地图修饰阶段。地图所需的细节还有指南针、还有距离尺寸,当然少不了名字。我把指南针和名字一起融合仅设计里,背景也画上星球图缩小地图。距离尺寸除了距离的单位也放上了需要的行走时间。
最最后,地图的边缘修饰。我是用masking来画出地图的缺角,先决定地图是怎么被卷的,之后随机的把折痕画出来。越长的折痕,阴影也越长。为了更逼真的效果,用羽化覆上一层纸质的花纹,还有内光刻画出更深色的边缘。

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Object 物体 : Map 地图 
Medium 媒介: Digital 电脑
Tool工具 : HP Pavillion, 64-bit Vista, 4gb DDR3, nVidia Geforce GT120, Wacom Intuos 3
Programme 软件: Adobe Photoshop CS6
Forest 森林
1. Edit > Define Brush Preset
2. [Canopy] 
Brush setting > Brush Tip Shape > Spacing
Brush setting > Shape Dynamic > Size Jitter + Angle Jitter
Map地图
Feather > Stroke
Feather > Inner Glow
Feather > Pattern Overlay

Sunday, September 8, 2013

Wheistadeur - II Hydrology

This is a map created for one of my stories.
这地图是我为我写的其中之一的故事而作的。


1. There are few types of water source, flowing rivers or stagnant lake. Most water source came from mountain, flowing downwards due to gravity, these are mostly rivers, it could end up in lake, hole or ocean, there could be waterfall, river joint or separation on the way. If the mountains are close to each other, the shape of the river will follow the curve, river would have wider curve on flat land.
Following different sizes of river, I used different sizes of round brush to draw out the river's location. Similarly, I also used feather effect to stroke the outline of the river.
1. 陆上水源有几种,流动的河、静止的湖泊。水源多由高山出来,因地心吸力而往低地流淌,这类多数是河流,终点可以是湖泊、地洞或大海,途中可以有瀑布、连接别河或分歧。山峦如果密集,河流的形状会跟着弯曲,在平地河流曲度比较大。
根据河流的大小,我用不同大小的圆刷勾勒出河流的去向。相同的,也有用羽化效果构线。

2. There are different lake formations too, some were form due to river separation, some formed due to land height changes after earthquake, glaciers could form a lake too. The other stagnant water source is swamp, it has softer earth, water often shallow and trees, could be a combination between lake and forest.
I only draw out the shape for the lake, as for swamp I used short lines to indicate the shallow water, something like screen tone pattern.
2. 湖泊的形成也有不同,有些是因河流分歧之后独立的湖泊,有些是地震而集萃的湖泊,也有喷泉的地方也能形成湖泊。静止的水源还有沼泽,沼泽泥土比较软,水通常不深,也有树林,是树林和湖泊的融合体。
湖泊只是画出它的形状,至于沼泽就用笔刷画短线来表示不深的水源,类似用网点的效果。

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Object 物体 : Map 地图 
Medium 媒介: Digital 电脑
Tool工具 : HP Pavillion, 64-bit Vista, 4gb DDR3, nVidia Geforce GT120, Wacom Intuos 3
Programme 软件: Adobe Photoshop CS6
Water 水
Feather > Stroke

Wednesday, September 4, 2013

Wheistadeur - I Geography

This is a map created for one of my stories.
这地图是我为我写的其中之一的故事而作的。
1. The style I want to express is handmade fantasy old map style, the closer to the real thing the better. When drawing the land, first thing to note is:
It is rare to see nice smooth line in the Nature.
I also use Feather effect to outer glow the water colour.
1.我想表现的风格是魔幻手作复古地图风格,越接近真的越好。画陆地時,首先注意的是:
大自然很难得有滑顺的线条。
我还用羽化特效来标出水的颜色。


2. Then dealing with the different land height. The formation of the land, the mountain range often start from the center.
In the above screenshot, black represent low land and white represent high point.
2. 之后轮到陆地的不同高度了。陆地的形成,山脉多数是从中心开始的。
以上的图,黑代表低地,白代表高地。
 
 3. Lazy me created three different mountain shape brush to easily replicate the mountains, one shape is mountain and another is hill. The difference would be the mountain's peak is sharper and steeper, hill is blunt and lower. The last type is volcano, the obvious difference is the crater.
By height, basically from the highest Mountain > Volcano > Hill as lowest. So when stamping the brush, I started from Mountain. Stamp Mountain on the white areas, and then according to the design of the world, put in the volcano, then lastly surround them with hills.
Note: Using different size of the brush would create gradual height change effect. From far, even though it is made with 3 identical shape, but it is able to create the effect of six different brushes, this will also make it look more handmade.
 3. 懒惰的我为了山形准备了三种笔刷,一种是高峰,另一种是山丘。分别是高峰顶端比较尖也比较徒,山丘比较弯和低。最后一种是火山,最明显的差别是火山口。
高度来说,基本上是由最高的开始高峰》火山》山丘最低。所以印上笔刷的时候,我是从高峰开始。印在白色的区域,之后根据世界的设计,放上火山,最后才在周围印上山丘。
注意:活用不同的笔刷大小能显现出渐变的高度。远看起来,明明是三种笔刷也能作出好像有六種笔刷的感觉,那就比较接近手作的感觉。
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Object 物体 : Map 地图 
Medium 媒介: Digital 电脑
Tool工具 : HP Pavillion, 64-bit Vista, 4gb DDR3, nVidia Geforce GT120, Wacom Intuos 3
Programme 软件: Adobe Photoshop CS6
Water Level海岸线
Feather > Outer Glow