#ive done emarye the maelands and sieril. i think deltierin has been sitting half-done in my map folder for uhhh a year
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magic-is-something-we-create Β· 5 months ago
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HI I AM COMING TO BEG U FOR HELP HOW DO YOU MAP OH MASTER OF ART
HELLO HI I AM HERE TO AID U MY BROTHER IN ARMS!!!
this got very long and i tried to cover things that helped me when first getting into hand drawing maps, but if there's any other places where you're struggling let me know!!!! ive got a lot in my brain im just going from broad to narrow here :)
BIG SCALE:
great ways to make continents that look like continents include
- peeling an orange or equivalent citrus messily and laying out the pieces of peel, and copying those shapes pros: realistic coastlines that would fit together like in real life, if you get into the nitty gritty these can also serve as tectonic plate templates. cons: messy. might not have oranges on hand. can be hard to scale up and transfer to digital - getting some paper and pouring a bunch of doodads of some kind on it, then clumping them in vaguely the shapes you want and tracing the coastlines. things i have used in the past include dry macaroni, beans, dice, and paper stars. pros: potentially less messy than oranges, more control over the shapes, scales up easily cons: coastlines will be less realistic tectonically if that's a concern (for both of those i usually then take a picture of what i get and start editing in my drawing program of choice from there)
other strats to try: taking a grungy brush in your drawing program of choice, making it Huge, and scribbling a few clumps, then on another layer going in and tracing around the edges to make the coastlines. using a map from real life and cutting chunks out and rearranging/copying/warping them to make a collage you can trace for coastlines. etc
SLIGHTLY SMALLER SCALE:
country borders were, until quite recently, determined mainly by geographical obstacles like mountain ranges, rivers, canyons, oceans, etc that are very hard to cross. also borders will be highly disputed when it comes to warring states or eras without, like, satellites and bureaucracy and such!! making them fuzzy or jagged or having areas where both colors mix or stretches of land where no one knows where either country ends is in fact very fun and cool and sexy
mountains usually are chains, and so are islands. i like to make big curves across the world map where i think it would be cool to put mountains, and when those curves extend into oceans i like to put island chains on those as well. if you choose to do whole ass tectonics with your orange then do those on plate borders
biomes can get really specific in their placement if you want to be hyper-realistic, or you can put them wherever you like. personally i like a little realism a little "fantasy world can have whatever you want in it". deserts are usually on one side of mountains, and on the other is really lush. the higher the mountains the larger the areas and more extreme the difference between the two. outside of that case, youll usually get forest > grassland > desert in a gradient. also remember there are multiple kinds of everything
HOW TO DRAW THESE THINGS
good ways to draw rivers include: tracing blood vessels from photos where you can see someone's veins through the skin, dead trees or lightning, or cracks in stone. theyre all fractals and how detailed you want to get is up to you. BUT they always flow downhill and eventually meet the ocean (the ultimate downhill), usually starting in the mountains. also those fractals all go kinda reverse of what you might think; the ends feed into the main river, not the other way around. i used to mess that up a lot
PROTIP: canyons and the like are almost always old riverbeds. use the same method as you do making rivers, just widen the brush, maybe draw a border around the shape instead of just a line
mountains: personally i prefer using premade brushes for mountains just because the one (1) time i did them by hand it took me like four hours for one mountain chain. this video has some tips on different mountain styles if any of those look good to you, otherwise there are about a bajillion videos like that out there!!
biomes in general: just a little texture is usually plenty! doing some bushy edges on deciduous forests, pointy bush edges on pine forests, a few little grass lines and sand dunes, etc etc is usually plenty to get the point across :)
SMALLER SCALE
roads are personally the bane of my existence. i try to treat them like rivers just a little straighter, depending on what time period you're emulating you might go curvier. also they dont care about maintaining width or what direction the fractal goes in humans just put those shits wherever they walk a lot. in contrast railroads are usually pretty straight, simply because trains are built different than cars or wagons or people
cities are almost always on a source of freshwater and a valuable resource that draws people for work in the early days. also they'll have like 10-20x the landmass of the city itself in farms around them, less if theyre on the coast and have access to lots of seafood, more if theyre more landlocked. those farms can be farther away if theyre more industrialized and can transport the food en masse easily. you also dont have to draw the farms just kinda mention them in the story if relevant
towns can be on smaller rivers, lakes, or even just by natural springs. you wont find permanent settlements in places where water isnt accessible (unless you have magic to fix that which is always a cool detail)
EVEN SMALLER SCALE
city maps i have 0 advice on other than roads get thinner the fewer people travel on them, industry will be on a very different side of town than the rich people for smell and noise reasons, and especially when emulating pre-car times, think about how far you would feasibly walk in a day. if you want characters to be able to know pretty much the whole city that they live in, it's gotta be reasonable for them to walk to the farthest edge of their knowledge and back home (or to an inn) in a reasonable timeframe, if they have a home. also big cities tend to have colleges, trade schools, and a bajillion and one jobs that need doing. magic cities might need mages to maintain infrastructure, non-magical cities need people who light the streetlamps when it gets dark, waste disposal is Hugely Important, etc etc etc
it can sound boring at first but coming up with the odd maintenance jobs people have to do in cities can be a really fun creative exercise, and it might inform how the city is laid out, too!!
IN CONCLUSION
think of the world in layers. landmasses + oceans -> biomes and geographical landmarks -> countries and borders -> settlements -> districts. i literally have those on different layers in clip studio so i can futz with them more easily.
also realism is not the be-all-end-all of this. there's lots of room for symbolism and environmental storytelling in maps, as ive ranted about in the past, and stuff doesn't have to make absolute sense in the real world to work well for your world. breaking the rules is like, art 201 and it applies to ever part of the art in question <3
i hope this helped!!!! again pls let me know if you have any more questions i love helping out :D
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