any advice/feedback?

Made this based on a drawn map. Any advice on how geologically plausible it is? And any tips to make more believable?
The equator goes right across the tip of the bigger “boot”, the northern tip is near the icecap. Earth-sized world.

http://i64.photobucket.com/albums/h161/blackgas/vargyscolor2-1.jpg

detail:
http://i64.photobucket.com/albums/h161/blackgas/TerrainViewUL.jpg

Hi BG, I like them! Are you using L3DT or ViewingDale there?

The main consideration in my experience is rivers. Rivers basically transport water from where it’s dropped to the sea where it’s taken up again by evaporation. So rivers are your world- your climate system. So you need to find a way for your rivers to flow from upland to sea without getting blocked off.
I use a specific workflow which involves contours + procedural modelling.
For help, see the ME-DEM modelling articles here. The contours thing is in the Workflow article Part 1.
http://www.me-dem.org/content/category/4/19/33/
I use contours because when designing large terrains the biggest problem is getting the subtle, large scale undulations (which primary rivers follow/erode) right. If you don’t get this right, you tend to end up getting the ‘model railway’ look: all areas flat except areas of interest (hills, mountains, etc). You should also avoid the table top effect- it’s good to remember that land is really just an extension of the areas undersea. So a good way to avoid that or get into that way of thinking is to model the bathymetry as well.

Regarding mountains. I was told that to make sure that all river courses flow out of the range. That means avoid trapped valleys. I’m not sure how pervasive a rule this is- your best bet is to fire up Google Earth and learn/adapt from that (which I see you are doing :)) There are specific circumstances where you will get trapped valleys - mainly deserts I believe- there are parts of the world but they slip my mind right now. Basically areas where the bedrock allows water to drain off without having to go overland via rivers.

Most of this really only applies to large terrains.

monks

That’s WM output to .r16, at 2k.

I used FT for this, after alot of wok I managed to get a good fractal setting for the world that worked with the intended geography – unfortunately, to add correct detail as well as more realistic terrain, I had to export to WM to do most of the additional stuff, like erosion. I haven’t been able to get world machine to correctly model the underwater areas, it just flattens them.
Converting back to FT works for finding the rivers, but the resolution and the fractal elements are lost when importing binary data so I cant really work with it further :frowning:

I’ve added rivers using FT and they look right. I’ve not played around L3 too much as I’ve had alot of trouble importing my terrains into it.

As for the hidden valleys, I’m a bit stuck, as I haven’t found a way in WM to model a range of mountans that looks convincingly ‘snakey’, with long connected rivers.

As for the hidden valleys, I'm a bit stuck, as I haven't found a way in WM to model a range of mountans that looks convincingly 'snakey', with long connected rivers.

Some of the stuff in here might come in handy:
http://world-machine.com/blog/index.php?paged=2
http://www.world-machine.com/blog/

monks

guess i gotta wait :slight_smile: