Post by Desophaeus on Sept 27, 2016 18:27:16 GMT
I think this forum deserves a thread where methods or techniques are discussed in helping people either starting to make their own maps (or whatever else) or to refine their techniques to produce better maps. Plus it can serve as "HOW CAN I DO DIS?!? WAHT DO I DO?!?"
A simple list of principles is a good way to start, (I will edit as people add or remove from it).
First Principle: "Start with a good stock picture" or also known as "Garbage in, garbage out"
It's possible to start from scratch, but most people don't use a stylus and a tablet, and most people don't have the artistic skills to draw in beautiful curves and lines with a crap mouse. Let us be honest, how many of us uses a normal mouse with our computers, not a fancy stylus or a $90 Razer DeathAdder mouse? I thought so. Plus unless you are creating something completely fictional, you tend to make a map based on a historical (or alternative historical) setting where a place do exist in Real Life.
And while parents may appreciate the talents of a 6 year old doodling on a piece of paper, most people probably would like to produce a map that does NOT look like it was drawn by a 6 year old. Differences in quality of a 6 year old drawing and a real map tends to be noticed real, real, real fast (like 0.2 seconds) because we, the map-making loony people, tends to familiarize ourselves with the realistic maps for quite some years. Admit it... most of us members here probably have looked at least 200 maps in school classrooms and outside the schools by the time one of us logs onto the forum for the first time. Can you imagine how many more maps have we looked at after we became members of this forum?
So it's customary for a map-maker in here to go out and use a picture then modify it to his own needs. The question is then now: What kind of a picture is a good stock picture?
A. It should be what you are looking for
(as in if you are looking for Europe, you probably shouldn't pick a picture of Africa)
B. Choose Text-Friendly Pics
(more speicifc, can you edit the insides of the spaces to remove the old stuff and put your new stuff in?)
C. Consider the ratio of provinces/nations shown in the map
(For some people, it's easier to merge provinces, for others, it's easier to divide a nation into provinces. But both are same in the idea where the similar the map is, the less work you would need to edit)
D. Pick the larger size if multiple sizes are available
(You can shrink down without consequences, but you might not be able to blow up a picture to a larger size without consequences)
E. More?
Second Principle: "Research, experiment, evaluation, more research" or "Go and learn about how to do it"
It's often a learning process, and sometimes it's easier to learn from someone who can show you a particular technique than to come up with it on your own in complete randomness. Search for terms like "Photoshop tutorials" or "GIMP tutorials", you would be surprised how much information is out there for you to pick from. You could narrow it down with a search for a specific effect, but it does takes time to express what you were looking for and finally find what matches your search.
I suggest focus on the map formatting rather than the embellishments (Look! I can add realistic clouds floating on top of my land and water maps! - Not that a big deal if the map itself is still crap, unfortunately)
A map-maker will be very interested in how to draw borders of good quality, how to make good selections with a selection tool, how to clean up messy pixels, how to make sure your bucket fills don't go spilling all over the picture, that kind of thing. Don't forget to familiarize yourself with the tools in your software program (especially if it does have a layers tool!).
More?
Second Principle (part B): "Layers is your ultimate tool" or "Layers, layers, and when in doubt, LAYERS!" or "Master the Layers, Master the Picture Editing Process"
I'm setting this apart alone from the second principle because this is so important in my experience of any picture editing (not just map-making), plus it's pretty common that as the more experienced a map-maker is, the more he will use the Layers function tool for whatever in his Photoshop (or GIMP) work. It's probably even more true in Photoshopping forums than in wargames forums.
Layers allows you to manipulate one piece in more preciseness and to limit the effects of a filter or whatnot far better than just a selection tool. You can even set a semi-transparent fill-in for a section of the map by using a separate layer filled in solid color then adjust the opaqueness setting down from 100% to something like 35% or a different threshold if you like. Layers gives you an easier time working with various effects like Burn, Dodge, colorbleed... etc... Now, you probably don't need to use fancy effects, but you will probably like Layers for the purposes of text placement onto a region or to mark something onto a region like a highlight color or a shadow color.
More?
Third Principle: "Learn How to Manage Your Project"
This would applies to any type of project you're working on, even non-projects, but I will list this as a part of the map-making principles.
So far, you can see that map-making involves some many things that has to be done in different times instead of all at the same time. You can't be working on editing your map if you haven't gone out and found a stock picture to work with (this applies to starting from scratch, you have to start with a blank white picture as your 'stock' anyway). A map-maker might want to start with deciding what kind of a map he will want, and what range of numbers he will be working with (# of countries, # of provinces, # of sea spaces, etc), that sort of thing. A map-maker probably will make plenty of mistakes, but setbacks doesn't mean a map-maker has to stick to one step until it's completely solved. Sometimes it's easier for a person to step back and move to a different focus to work on the problem, but sometimes it's better for a person to not get distracted so easily with the multiple things to do, but to stay with one objective, one step and finish it COMPLETELY before he allows himself to switch to something different. Again, it all depends on the map-maker himself. There's definitely still a benefit in establish an outline of steps you plan to do, and this is helpful regardless if you are going to switch back and forth between different stages or one stage 100% complete before going to the next one.
(borrowing from a website about project management)
"1. Project conception and initiation
An idea for a project will be carefully examined to determine whether or not it benefits the organization. During this phase, a decision making team will identify if the project can realistically be completed."
-->Well, okay, a map-maker isn't a corporation with a R/D budget, marketing, blah blah etc... You decided you wanted to make your map, so it's decided. There you go. That's it?
"2. Project definition and planning
A project plan, project charter and/or project scope may be put in writing, outlining the work to be performed. During this phase, a team should prioritize the project, calculate a budget and schedule, and determine what resources are needed."
-->Not really just 'that's it'... this stage is probably a good time to take the opportunity to list out everything you plan to do and figure it out. I don't necessarily spend much of my time in this stage because I already have my objective "A map of ____ ", and I know I will need to go and 1 to 3. find something to work with, 4 to 9. then work with it, 10. post it onto here this forum. TEN STEPS YAY! But I do take my time consider what concepts I will be working on. Keep in mind, two separate areas of concepts are sorta equally important: the concepts of the map itself and what I need to do in Photoshop/GIMP software-wise (flattening, coloring, etc).
"3. Project launch or execution
Resources' tasks are distributed and teams are informed of responsibilities. This is a good time to bring up important project related information."
-->This is pretty important if you aren't working alone. Teamwork requires clear communication to achieve a project well.
"4. Project performance and control
Project managers will compare project status and progress to the actual plan, as resources perform the scheduled work. During this phase, project managers may need to adjust schedules or do what is necessary to keep the project on track."
-->I apply this stage as more of my... 'Rethink' stage for my map-making progress. Sometimes it can happen that I hit a wall about something. I might have to drop a cool idea about my map that I really wanted to use, something like a cool technique for adding awesome borders or whatever. Time constraints usually can be your biggest determination factor to leave something out of your project in here. Sometimes there is not enough time, but there's still enough time to achieve your objective but with less fancy stuff. Go with the less fancy stuff and achieve what you need to do.
"5. Project close
After project tasks are completed and the client has approved the outcome, an evaluation is necessary to highlight project success and/or learn from project history."
-->Map-making IS an art. Your first map doesn't determine the maps you will be making the rest of your life. If it was terrible, you can learn why it was bad and improve from it. It's the normal human process of becoming a better student of art. Now... before somebody freaks out "IMMA NO ARTIST! I JUST WANNA A MAPPY, NOT (&*^%^" *cuts the microphone* Hush, you panicking dude, hush! I will be honest with you, this post makes everything in map-making way too serious than it should be. The whole point is, you can make a better map than a 6 year old, it just takes some casual learning. I don't even take this as a serious hobby, I have been making maps just for fun in the past. Some of things can be mind-blowing amazing, but honestly, most of my maps are just for a group of gamers use it then throw it away after the game is done. I'm just saying... everything I'm talking about can be learnt through a simple process of making okay maps, then good maps, then better maps. A game just needs the map to be able to read by the gamers easily enough to understand where things are.
Fourth Principle: More?
Bad, Good, Better
Examples to be posted at a different time to explain the principles better... Like a bad stock example, a good stock example...
A simple list of principles is a good way to start, (I will edit as people add or remove from it).
First Principle: "Start with a good stock picture" or also known as "Garbage in, garbage out"
It's possible to start from scratch, but most people don't use a stylus and a tablet, and most people don't have the artistic skills to draw in beautiful curves and lines with a crap mouse. Let us be honest, how many of us uses a normal mouse with our computers, not a fancy stylus or a $90 Razer DeathAdder mouse? I thought so. Plus unless you are creating something completely fictional, you tend to make a map based on a historical (or alternative historical) setting where a place do exist in Real Life.
And while parents may appreciate the talents of a 6 year old doodling on a piece of paper, most people probably would like to produce a map that does NOT look like it was drawn by a 6 year old. Differences in quality of a 6 year old drawing and a real map tends to be noticed real, real, real fast (like 0.2 seconds) because we, the map-making loony people, tends to familiarize ourselves with the realistic maps for quite some years. Admit it... most of us members here probably have looked at least 200 maps in school classrooms and outside the schools by the time one of us logs onto the forum for the first time. Can you imagine how many more maps have we looked at after we became members of this forum?
So it's customary for a map-maker in here to go out and use a picture then modify it to his own needs. The question is then now: What kind of a picture is a good stock picture?
A. It should be what you are looking for
(as in if you are looking for Europe, you probably shouldn't pick a picture of Africa)
B. Choose Text-Friendly Pics
(more speicifc, can you edit the insides of the spaces to remove the old stuff and put your new stuff in?)
C. Consider the ratio of provinces/nations shown in the map
(For some people, it's easier to merge provinces, for others, it's easier to divide a nation into provinces. But both are same in the idea where the similar the map is, the less work you would need to edit)
D. Pick the larger size if multiple sizes are available
(You can shrink down without consequences, but you might not be able to blow up a picture to a larger size without consequences)
E. More?
Second Principle: "Research, experiment, evaluation, more research" or "Go and learn about how to do it"
It's often a learning process, and sometimes it's easier to learn from someone who can show you a particular technique than to come up with it on your own in complete randomness. Search for terms like "Photoshop tutorials" or "GIMP tutorials", you would be surprised how much information is out there for you to pick from. You could narrow it down with a search for a specific effect, but it does takes time to express what you were looking for and finally find what matches your search.
I suggest focus on the map formatting rather than the embellishments (Look! I can add realistic clouds floating on top of my land and water maps! - Not that a big deal if the map itself is still crap, unfortunately)
A map-maker will be very interested in how to draw borders of good quality, how to make good selections with a selection tool, how to clean up messy pixels, how to make sure your bucket fills don't go spilling all over the picture, that kind of thing. Don't forget to familiarize yourself with the tools in your software program (especially if it does have a layers tool!).
More?
Second Principle (part B): "Layers is your ultimate tool" or "Layers, layers, and when in doubt, LAYERS!" or "Master the Layers, Master the Picture Editing Process"
I'm setting this apart alone from the second principle because this is so important in my experience of any picture editing (not just map-making), plus it's pretty common that as the more experienced a map-maker is, the more he will use the Layers function tool for whatever in his Photoshop (or GIMP) work. It's probably even more true in Photoshopping forums than in wargames forums.
Layers allows you to manipulate one piece in more preciseness and to limit the effects of a filter or whatnot far better than just a selection tool. You can even set a semi-transparent fill-in for a section of the map by using a separate layer filled in solid color then adjust the opaqueness setting down from 100% to something like 35% or a different threshold if you like. Layers gives you an easier time working with various effects like Burn, Dodge, colorbleed... etc... Now, you probably don't need to use fancy effects, but you will probably like Layers for the purposes of text placement onto a region or to mark something onto a region like a highlight color or a shadow color.
More?
Third Principle: "Learn How to Manage Your Project"
This would applies to any type of project you're working on, even non-projects, but I will list this as a part of the map-making principles.
So far, you can see that map-making involves some many things that has to be done in different times instead of all at the same time. You can't be working on editing your map if you haven't gone out and found a stock picture to work with (this applies to starting from scratch, you have to start with a blank white picture as your 'stock' anyway). A map-maker might want to start with deciding what kind of a map he will want, and what range of numbers he will be working with (# of countries, # of provinces, # of sea spaces, etc), that sort of thing. A map-maker probably will make plenty of mistakes, but setbacks doesn't mean a map-maker has to stick to one step until it's completely solved. Sometimes it's easier for a person to step back and move to a different focus to work on the problem, but sometimes it's better for a person to not get distracted so easily with the multiple things to do, but to stay with one objective, one step and finish it COMPLETELY before he allows himself to switch to something different. Again, it all depends on the map-maker himself. There's definitely still a benefit in establish an outline of steps you plan to do, and this is helpful regardless if you are going to switch back and forth between different stages or one stage 100% complete before going to the next one.
(borrowing from a website about project management)
"1. Project conception and initiation
An idea for a project will be carefully examined to determine whether or not it benefits the organization. During this phase, a decision making team will identify if the project can realistically be completed."
-->Well, okay, a map-maker isn't a corporation with a R/D budget, marketing, blah blah etc... You decided you wanted to make your map, so it's decided. There you go. That's it?
"2. Project definition and planning
A project plan, project charter and/or project scope may be put in writing, outlining the work to be performed. During this phase, a team should prioritize the project, calculate a budget and schedule, and determine what resources are needed."
-->Not really just 'that's it'... this stage is probably a good time to take the opportunity to list out everything you plan to do and figure it out. I don't necessarily spend much of my time in this stage because I already have my objective "A map of ____ ", and I know I will need to go and 1 to 3. find something to work with, 4 to 9. then work with it, 10. post it onto here this forum. TEN STEPS YAY! But I do take my time consider what concepts I will be working on. Keep in mind, two separate areas of concepts are sorta equally important: the concepts of the map itself and what I need to do in Photoshop/GIMP software-wise (flattening, coloring, etc).
"3. Project launch or execution
Resources' tasks are distributed and teams are informed of responsibilities. This is a good time to bring up important project related information."
-->This is pretty important if you aren't working alone. Teamwork requires clear communication to achieve a project well.
"4. Project performance and control
Project managers will compare project status and progress to the actual plan, as resources perform the scheduled work. During this phase, project managers may need to adjust schedules or do what is necessary to keep the project on track."
-->I apply this stage as more of my... 'Rethink' stage for my map-making progress. Sometimes it can happen that I hit a wall about something. I might have to drop a cool idea about my map that I really wanted to use, something like a cool technique for adding awesome borders or whatever. Time constraints usually can be your biggest determination factor to leave something out of your project in here. Sometimes there is not enough time, but there's still enough time to achieve your objective but with less fancy stuff. Go with the less fancy stuff and achieve what you need to do.
"5. Project close
After project tasks are completed and the client has approved the outcome, an evaluation is necessary to highlight project success and/or learn from project history."
-->Map-making IS an art. Your first map doesn't determine the maps you will be making the rest of your life. If it was terrible, you can learn why it was bad and improve from it. It's the normal human process of becoming a better student of art. Now... before somebody freaks out "IMMA NO ARTIST! I JUST WANNA A MAPPY, NOT (&*^%^" *cuts the microphone* Hush, you panicking dude, hush! I will be honest with you, this post makes everything in map-making way too serious than it should be. The whole point is, you can make a better map than a 6 year old, it just takes some casual learning. I don't even take this as a serious hobby, I have been making maps just for fun in the past. Some of things can be mind-blowing amazing, but honestly, most of my maps are just for a group of gamers use it then throw it away after the game is done. I'm just saying... everything I'm talking about can be learnt through a simple process of making okay maps, then good maps, then better maps. A game just needs the map to be able to read by the gamers easily enough to understand where things are.
Fourth Principle: More?
Bad, Good, Better
Examples to be posted at a different time to explain the principles better... Like a bad stock example, a good stock example...