Good day everybody this is men and today i want to show you a few um little insights and just a quick um breakthrough or breakdown what i did to do the christmas maps with gaia ward painter and how i did the images um this is not a complete tutorial how To do everything it’s just a quick breakdown of the simple steps that i did um i did a more uh in-depth video um around 30 minutes um where i went more into details but i tried to keep this uh this one a bit more shorter um for the people that are coming from From gaia um this might be helpful um in the sense of if you’re trying to do uh distinctive landscapes or um anything special in the case but um i’m not really i’m not really 100 focusing uh currently on um texturing or making landscapes directly primarily for 3d Despite the fact that uh technically you could argue that this is um pretty so yeah uh we are going over all of those um wonderful maps that i created and for for the example of one of the 25 maps that i did i wanted to use the first Uh of the first week the the third map uh toonberg so i wanted to go uh move all over over this quick and show you how i did it so um i will expect that um neither you people will know the of the program nor that you’re familiar with it Um so i will keep terms really blank and if you’re more familiar with this stuff you will see all of the details here on the right and of course i will try to be as zoomed in as possible so that you can see all the notes Um how i did stuff so okay let’s see what i did so up here on the top we can see a huge map unfolding and this is the map as it’s being created here in the program this program is primarily used to create landscapes and to do this stuff And if you’re familiar with a world machine uh the biggest major difference between those two programs is just the relation um in that you’re working with in what machine you can um basically uh uh add and subtract more landmass to your area and work with um defined um scale Whereas in gaia you have a defined area that you work within and you will work with relative scales so i can scale this up up to a 5k map 10k map whatever but the relations between those distances stay the same but they will get scaled up so Yeah this is when approaching those maps this is something that you would have to take you would have to keep in mind so let’s see how this was created um getting i recorded this bit more space so um this is quite a medium good sized uh layout it’s pretty simple in my opinion Um it has the biggest feature is that is it is single uh input dependent um and then gets directly exported or transferred into the landscape which i need um with this to start with this um it starts with the island itself we have an island node that is transferred into a chokepoint The checkpoint map will be then reduced in size and then it will be used as a mask for the multifractal that gives us the basic um high differences and noise uh to the terrain that we can work with so using this we can use it as a base input for Multiple things um the first thing would be of course the mountains itself um nothing much is even here but with two recurve nodes we shape the mountains in a way that we can actually see a a good uh style of it and then also when we put back we have this landform Lower it down below here with a multiplier of 0.2 and then uh use an aperture to expand the landmass by a factor of 10. so this will guide us as a coastline then we have the same thing for the coast uh with an expanded iteration of five and of course We have the landscape for the um the base terrain that we are using around the uh the land and that is yeah basically with a fracture terrace and everything else is the same nothing quite important or majorly done here this is just to give to the rough terrain Um that we can work with later so you see here quite a bit of gibberish and the stuff happening um with all the combined stuff here and this is not a um yeah this is not deep the final terrain this will uh serves as the base um Yes the base mesh to work and erode from now so we have um a breaker node that adds more details and crevices uh into the landscape so let’s see here so to break up and give more shapes and more details into the landscape then we have a little this serves to Smooth off more the transitions between hard edges between those um between those landscapes that have been merged and when we have the this move transition um i went ahead and used the first the road node that basically shapes and erodes most of the landscape to basically um yeah see it in action Um and yeah so having everything eroded and giving a base shape so after that um we have another erosion node this one is quite uh more for the um How should i describe it let’s let’s use this part here we have um i i focus my part or my idea around rivers on maps currently or this was the main goal of all of the maps to have a fluent river around roundabout all around the maps and this one was Exactly for that uh it focuses uh mostly on detailing and smoothing off more of the landscape to create more rivers that would flow around the the flows um in the landscape when we have everything smoothed off and eroded um the next step to add the um the water layer or the The base mesh for the the seabed and of course adding as you can see here the the coastline with that so we can go back to the erosion then the coastline um the the beach size is pretty much turned down the water level size all the way to one percent Um this is the height basically on which this occurs so you can see here that’s one percent two for you and so on matt basically the the thing the point is that i would like to have a rough hard harsh course line to work with to easily identify Where i can place the um the water level later on in minecraft the next thing is to combine it with the max 100 so we have here the sentiment to give this this palette here Combine it and then we we are doing one more thing and this is by raising the terrain and adding a fault the fault is for a specific reason in the map we need some kind of data that would say okay so deep is the underground otherwise we would have um Describe it the the idea behind this is to have the map uh from zero to one hundred so from white levels it’s from zero to one hundred see in action it’s kind of hard to see To be honest it’s it’s not uh easier for some reason um but i don’t mind so the the key idea is to raise the bash the base mesh and then uh adding a thought um the faults are not the best way i think to do it Uh it’s the most custom way are the defaults add a minor step to the landscape as you can see here down below there and this gives us the depth map for the underground which we could use and to level the water terrain or the water levels around this coastline when we have this Finished um we exported to the to the second tab where we have all the uh necessary points okay there’s one more output here that is connected to the flow of the erosion node and this would guide us later on or help us to convert everything to rivers so going to the um To the exploitation tab we have this huge layout this is quite big um i would have to make a separate video about it to keep it a bit more short um but the base idea is to extract a single points of data or um valuable information like um for example the snowfall And have basically a snow mesh a snow layer uh separated um as a texture paint unfortunately this is not optimal um you can see there is this gray area and this is not optimal and my base tip my pro tip for you is to use an auto level to extract or to use It as a black and white map as you would need it in wallpainter and this will go down into the output so this will pretend what we extracted and this is what we used later on so maybe we can so yeah this is kind of what you could Uh could expect to see um this is then the black and white map for uh what painter would i use and this goes and all and on um for all the maps that you can see here on the right we have color map um secondary foliage beaches on Autumn map lakes rivers grass snow map rock python map and so on and there are a few more tweaks that i did in the later versions um that i would cover in the next few videos but yeah this is how i did do my math when Exporting uh it’s all i do always at the moment raw um normalize is a good as a good way to to get all the levels all all the way up and but if you would like to have clear clear black and white maps it’s it’s recommended to use auto level maps before the The export and then use raw and then when exporting you get all the maps switching over to wallpainter and importing all the the maps to the open custom brush folder you can um place all of those then into this folder which would be then i use as the brush map And as you can see we have here the the brush map that we saw just in gaia And this will be then used in here and painted and the base the base idea is basically to let’s make it blank turn all of this out so this is the uh the base island right now the idea is to have up here the spray paint Using then the the block that you would desire and then i have for for example i have here on the top right the norwegian res um styled grass paint mask that i use to paint in the grass so notice that my uh brush is directly Um in the size off of the map so this is important otherwise this won’t work um so this is like a potato print or i don’t know uh there is a separate term for this for sure but i don’t remember um but yeah this is like potato print um Where you use stamps basically to print in every single uh detail that you wish for like the beaches and then you can also go ahead use down here the deep snow layer align it with the red across in the center and place the the specific maps and then When you have custom terrains i have later on way more and then also custom layers you can do quite a lot of with those maps and then i had flower plants plants sea plants um seagrass rocks bushes rivers trees or in different types of trees basically And this is how i do my maps and when we add all of this and sea plants grass and those are not included and a few bushes then a few rivers groceries our trees and that’s the map when finished this i have chunky up here and when this map is finished exporting i Would load it in by changing the world then loading the selected chunks i would select all of those in here and did this i would set a few more parameters more colored the sun color use a more more off angle or use the angle that would fit the stuff enable a few clouds Make the one level and also a water plane then set the camera then to my desired wishes and as soon as we have everything set i go ahead and do around about 10 to 15 renders of each button and that will turn out then too yeah i’ll be available on each uh plan Minecraft page or map page that i release and all in all this is how i do my maps this was a short version um i did a bit more longer version around about 30 minutes but i think this this one will be the one that i will use um for more Details on more in-depth tutorials i will go in the future for sure more into the topics let me know what you would like to know um what you would like to see uh what you are curious about how something works and i will try to make everything possible This is madden i wish everybody a good day and i hope you had fun with the video take care bye Video Information
This video, titled ‘Map Breakdown #Twomberg – How to make Realistic Minecraft Maps with [Gaea, Worldpainter, Chunky]’, was uploaded by McMeddon on 2021-01-10 14:00:00. It has garnered views and [vid_likes] likes. The duration of the video is or seconds.
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