Thanks! When I was making the trees I was thinking "what would Karpovage do"

! The process more or less turned out like how you described making your wooded areas in Photoshop: establishing the basic trees, making an area and then copying and pasting parts of it as required.
Might I ask what tools in Illustrator you used for the terrain effects and the transparent shadowing with a faded edge?
And could you post a close up of an area to see the fine detail work? I'm interested in how your shape edges look.
Really great work and again, thanks for sharing the background information on how it was done.
Do you mean the terrain effect on the Geddes map? I just used the freehand pencil tool to draw a rough shape around the back of the houses and the group of trees at the top of the map to suggest a rounded shape and then used a gradient fill from a pale grey-yellow (the same that is used in the houses "gardens") to a darker version of the green that is used in the base. It was heavily blurred and made about 50% transparent. I added some very hazy hachures following the shape of the forms I was drawing by making a scatter brush out of a long grey wedge shape, tracing the contour, blurring it to near-invisibility and then changed the blending mode of the line to colour burn to slightly intensify the underlying colour.
In the most recent version of the Nairnside map I had actually applied a texture to the background before I carried out the 3d transformation - I think it helps to reinforce the effect when you can see the texture receding with perspective. The same sort of thing was done to the roadsides. Oddly, and I hadn't really intended it, the greener land around the water makes it look inset into the land giving it a bit of depth and the little bridge helps to sell the effect, although the pan-flat edges all around the mpa give the game away slightly

!
I think the transparent shadows with the fuzzy edges are all basic shapes of some kind but with a mid-grey fill and a bit of a feather, as opposed to a blur. The reasoning for this is that blurring expands the shape outwards suggesting that the shadows are spreading outwards from whatever is casting them. I made the assumption that ambient light would lighten shadows around the edges. There are different complexities of shadows (this is
me we're taking about here ... of course it wouldn't be simple

!) The trees simply have an oval shape, coloured and feathered as described, which is offset isometrically (two to the side and one up) until it looks about right. The buildings are more complicated - the shape from the base of the buildings was duplicated twice, one coloured mid grey and the other white. The white group was moved isometrically until it looked right and then the two groups were merged with the blend tool to make a gradient effect going from dark at the base of the building shadow to white at the top to suggest the increasing ambient light. The blended shapes were multiplied with the background and feathered as before.
Untitled_1.gif 185.54K
32 downloads
Untitled_2.gif 151.65K
41 downloads
Untitled_3.gif 167.1K
36 downloadsI've attached some close-ups: 700% of actual size. The edges of the trees, walls and buildings are all sharp because they are all vectors but the raster effects - feathering and texturing mainly - pixellate quite quickly when you zoom in.