For this tutorial I've decided to shift my focus to slightly more urban environments, with some ideas for how to draw simple buildings, roadways, fields and specific plants that might be significant (such as orchard trees). The elements of this tutorial build on those from the previous post, and the further elements in later tutorials will continue to build with new ways to hatch and render, variant architectural styles, and specific types of features.
I'm hoping that this series will build up into a cartographers toolkit, where readers will be able to pick and choose a variety of techniques to develop a mapping style of their own.
This tutorial looks at a few techniques for depicting more natural terrain; forests, cliffs, and beaches. It also shows how cartographers can start to develop their own style with the tutorial techniques presented. In this way we see two methods for shading forested areas, and a new technique for rendering water (especially suitable to beaches).
Based on a request from a reader, we move back to the urban environment. This time focusing on a variety of roof types, and how they might be depicted in a map. A lot of fantasy cartographers limit themselves to the outlines of buildings when they draw maps for their towns, but I find that adding in roof lines creates a sense of depth and detail. I could easily add more detail regarding towns and urban environments, but for the moment this will do...the next few tutorials will move back to nature.
I might even get to sewers, catacombs and dungeons eventually.