Fantasy Maps in Photoshop Part II: Terrain Features | Daniel Hasenbos | Skillshare

Fantasy Maps in Photoshop Part II: Terrain Features

Daniel Hasenbos, Freelance Illustrator

Fantasy Maps in Photoshop Part II: Terrain Features

Daniel Hasenbos, Freelance Illustrator

Play Speed
  • 0.5x
  • 1x (Normal)
  • 1.25x
  • 1.5x
  • 2x
8 Lessons (47m)
    • 1. Introduction

      0:47
    • 2. Mountains Styles

      8:05
    • 3. Drawing Mountains

      5:31
    • 4. Rivers

      9:09
    • 5. Forest Styles

      7:22
    • 6. Drawing Forests

      9:24
    • 7. Terrain Textures

      5:50
    • 8. Final Thoughts

      0:24
  • --
  • Beginner level
  • Intermediate level
  • Advanced level
  • All levels
  • Beg/Int level
  • Int/Adv level

Community Generated

The level is determined by a majority opinion of students who have reviewed this class. The teacher's recommendation is shown until at least 5 student responses are collected.

698

Students

9

Projects

About This Class

Learn to draw Fantasy Maps in Adobe Photoshop with Daniel Hasenbos from Daniels Maps.

Do you want to improve your Fantasy Cartography skills, or not sure how to get started? In this 47 minute class we are going to explore how to use the basic tools of Adobe Photoshop to create a solid base for your very own Fantasy Map! Make sure you've also watched Part I of this series!

4bd390aa

In this class we continue working on the map that we started in my first class: Fantasy Maps in Photoshop Part I: Coastlines. I'll assume that you know your away around the basics of Adobe Photoshop and you can follow along with most of the tools without in depth explanations of how they work. Are you not comfortable enough with Adobe Photoshop yet? There's a lot of classes on Skillshare that'll help you familiarize yourself with the program!

What Will You Learn?

  • Mountain Styles: In this lesson I'll show a couple of different ways that you can draw mountains and we'll discuss how to decide which style suits your map. I'll show examples of mountains drawn in isometric style, from a ridgeline, and top-down mountains.
  • Drawing Mountains: We'll go over my process of drawing mountains on my maps. I'll share some of my ideas of what looks good and what doesn't.
  • Rivers: Now we'll take a look at your rivers. How do they flow, and how to you draw them? You'll also learn some basic rules to keep in mind when laying out your river systems.
  • Forest Styles: You'll learn a couple of ways of drawing forests. We'll also learn ways to show different kinds of forests: coniferous, deciduous and jungles and in different styles: single trees, grouped trees and top-down trees.
  • Drawing Forests: Now it's time to put your forests on your map. We'll discuss how to make the forests interact with the mountains and rivers, and also where they'll grow..
  • Terrain Features: Now that we've got all our terrain features in place it's time to show the terrain types in between them. In this lesson we'll add some texture to your grassland, desert, swampy and barren areas to help viewers understand what's what.

Whether you are an illustrator or simply want to create a fantasy map out of personal interest, this class will get you ready to pick up your idea and turn it into something great!

Meet Your Teacher

Teacher Profile Image

Daniel Hasenbos

Freelance Illustrator

Teacher

Class Ratings

Expectations Met?
  • Exceeded!
    0%
  • Yes
    0%
  • Somewhat
    0%
  • Not really
    0%
Reviews Archive

In October 2018, we updated our review system to improve the way we collect feedback. Below are the reviews written before that update.

Your creative journey starts here.

  • Unlimited access to every class
  • Supportive online creative community
  • Learn offline with Skillshare’s app

Why Join Skillshare?

Take award-winning Skillshare Original Classes

Each class has short lessons, hands-on projects

Your membership supports Skillshare teachers

Learn From Anywhere

Take classes on the go with the Skillshare app. Stream or download to watch on the plane, the subway, or wherever you learn best.

Transcripts

1. Introduction: Hello. My name is Daniel and I'm a freelance photographer from Daniel's Maps. Welcome to the second part off drawing fantasy maps and photo shopped in the previous class , we've taken a look at how to draw coastlines, how to add, in fact, student and how to make them stand out in this class. We're going to continue working on your map by adding to rain. Features such as mountains, rivers and forests were also going to take a look at how to add during textures such as grasslands and swamps. In the class project, we're going to continue working on your mat by adding terrain features and filling the map in. I look forward to getting started, so let's go to the first lesson. 2. Mountains Styles: how don't welcome this class. I'm going to show a couple of different ways that you can draw mountains. We're also going to talk about how to decide which tall to use for your map. So let's get right into it on that start with just drawing a couple of mountains. So let's zoom into first style. Let's start with a small one and just bring it up. Kind of increased the steepness as you go up. I make sure that the lines aren't too smooth to be pretty, um, rough on bigger mountain in the back. Find the biggest mountain, and that's at some hills as well. Andi, my heels are pretty simple. Just small round shapes. Um, one thing that you want to consider is that your biggest hill should never be bigger than your smallest mountain. So that's no at some details to this. You can decrease your brush size to make the detail smaller. I'm just going to push a little less hard to create thinner lines for this on. Just have your rich lines come down like, so make sure that they're very uneven, irregular and at a very extremes. Just have a couple of lines coming down kind of following the steepness of amount. And I details right here like that, uh, that you have your first mountain done and you can just follow along with this dude every other mountain like that. One thing that you can decide to do. For example, if you're working on a pure black and white man with only lives, you can't decide to have to rich come down, but only draw details on the shaded site. So, for example, decide to right side of the mountain shaded. You have great shrines and details coming down designed, but you're going to leave this side to the left side, empty, and you can say that smaller each time. Here's a couple more details and descend, and that's if you can do that. But, you know, to continue, like with that hair. Let's just draw a bit more details you can play around with with your regular irregular patches. Bring them in. Well, I had it here so you can play around with if you get something you like and are the biggest mountain come down here like this, just like so. Just fill it up, but don't overdo it um, especially when you're going to stew out. Yeah, it's hard. A few of the map. Um, they don't want it to be too busy. You want to be able to make out what's what from the mountains. You can use very basic lines like this just on one side. Have some some lines and depending on how large your drawing, this is pretty large. And when a handsome up for a novel for a shop well would be drawing but smaller. But it comes down to the same thing read so you can draw these lines in the hills to kind of shared one side again, very useful when you're drawing maps based or purely line art. If you're using color and you're going to shade this later on, you can decide to leave these details in the hills and just give them some shape later on. When I didn't shake shading just a shading and lightning on the Mount under hills, So it is just the first on you can do this as detailed for a simple as you want. You can go small mountains like this on, you know, so see, you can use this very technique In many ways, you can go thus far with it, as you like. Now. This second style is something that I don't use this much. They're ready. But I think I'm going to discuss it with you because some people find it a very nice style to work with Mrs Drawing a rich, rich line from that drawing the mountains. So let's just bring original on in and make sure it goes up and down from left to right. Quite a lot. I'm done on the highest point will be the peaks of the mountains, So let's bring this down like this. So and then a couple of details running down and it's very simple doesn't take a lot of time, you know, just wrong to rich line. That's the shape of your everything come very early on. So this is the second technique. Let's now move on to the final technique, which is top down mountains. Let's just draw a rich line again. My so then have smaller rich lines going down. But this and then as details do it well, are so on a gun, you can see the mountain shaping up with shading. You can really bring style to life that really helps to make the top down and more believable. So these are three mountain styles I think discovers the basics of any mountain styles that you're gonna come come across when you're making friends, she naps. So how do you decide which of these styles you're going to use for your map? There's really no rules for it. You can decide to use what you like best. What you think looks best in your map, As a rule of fun might say, the first style. Most people refer to dis essence isometric style. It used up for your classic fantasy novel. You know, talking uses it on, and you're going to use a lot off illustrative, iconic ways of drawing mountains and forests and rivers and towns, etcetera. A second style, the Ridgeline, would be a more realistic style. So if you go for a more realistic look off your map, for example, less lighthearted setting, this would be a very good one because it looks a bit more serious. Last leader talked down fishing boat. It speaks for itself. You use this for top noun maps, so that's it for this lesson. I hope you found this useful on. That's now move on to the next lesson. We're going to draw the mountains on our map, Souder. 3. Drawing Mountains: hello and welcome in this lesson. We're going to go over the process of drawing mountains on your fence. We're also going to share some ideas of what looks good on DWhite doesn't working with same file that I used for the previous class about drawing coastlines. But just continue where we left off. Really? Let's first clean up our workspace a bit. We've got five layers so far in the background. So select all the layers that we've created. You're gonna hold shift. Andan clicked bottom layer to select everything in between and then pressed Command G to create a group that's called his group Long and I see I'm off. This group will create a new group and called it threatening news makes it easy to isolate certain aspect of the map for example, land and sea as we have it now or later on, maybe the train layers or anything else. So in our Teran group, we're going to create a new layer mateship, and we're going to call it layer mountains on this layer anger to draw the mountains and the hills. So let's just start at the bottom. I like to work my way up there. Sometimes I'll go around the map and just see what electorate. I don't have a clear fishing off what I want for this map. At the moment, I'm thinking that will have a mountain range that starts here and then runs north along the coast and goes inland, maybe ends here, someone and then we'll have a mountain pass running through here. I'm what you can do. You can really take this very far. When you're creating that, you can go over plate tectonics to simulate where mountains will form. I'm not going to go into that maybe in another class in the future, but it really a different topic on its own. For now, I'm just going to go for an ecstatic look, something that just looks good. So let's start here. Let's start with some hills. As you can see, I just like to get the basic shapes in place first, and when that is done, I go back at the mountains and I add details. So I'm just going to go, having get the basic shapes in place on speed this up a bit so you don't have too much fruit, whole process. And when this is done, I'm going to get back atyou on. We'll talk some more about this. All right now we've got the basic outlines of our mountains, our heels in place. As you can see, we haven't added any details to them yet. I'm going to go in and do it now, so I'll talk you through the first bits and then I'm going to speed this up against so you don't have to sit through the whole process. So let's just beginning where we started and for the hills were just going to give a couple of lions to add some shape to deals on. I like to add about two or free short strokes for Hill, depending on the size on one end and slightly go with the curvature of the hills. But no, too much Andi. You'll see when we zoom out that that they just gives them a lot of shape on their own with just this little addition to them. It looks a lot more interesting already, so that's a very useful way of giving them some shape, a spurt of mountains. As I discussed in the previous lesson, we're just going to at some Ridgeline student and have some lunch coming down. In some occasions, you can have some details to done. We're going to have come down like this on, but I've drawn my mind is pretty small, so we don't want is rich, rich lines to be to detail. And you know you can do this pretty quickly. As you can see, it doesn't take a lot of time for you can just Good isn't Just make sure that the rich lines are thinner than the outlines of demand. This otherwise it will look very clever. Heard people won't know what they're looking at, really. And that's all the loan work for the mountains and the hills Done. We've now put our mountains and healing place on as you can see, the maps already shaping up, and it's starting to look a bit more interesting than your you get. A sense off scale may be. The next steps would be to add rivers on. We're actually going to do that into next class, so I'll see you there 4. Rivers: I am welcome to this lesson in this lesson. We're going to talk about how to put your reverence and your map. How do they flow some rules to keep in mind when drawing your rivers? So let's get right into it by creating your layer Gaumont shift and to create a new layer and call it refers. Make sure it's a little mountains. So, yeah, let's first discuss a couple of rules about drawing River on. I'll pick a color that's usually recognisable here a little bit about a few of it. So basically what rivers do it comes down from mountains like this and also in that direction and that direction, but also heels. So he yeah, yeah, that's how your rivers will flow. Basically, um, a couple of things to keep in mind when Drew and Rivers is that they flow from mountains on , always to to see. It's very rare. You basically never see a river that just disappears unless it evaporates in desert, for example, every river and something to see eventually. Another thing to keep in mind is that rivers always take the fastest way down, and there's always a single fastest way. It's never more than one, so Rivers will never split up. For that reason, they will only join and together take the fastest way down. An exception is when a path cannot take all the water combined and it's overflows, and then part of the river will flow in the other direction. But most of the time, that's temporary. Actually, domain path will erode so much that it can take all the water flows through it. And then the river flowing, the other direction will disappear. So let's get to Armagh and see how we might draw our rivers on this first of a sketch. For now, Um, so we've got mountains here, and that's probably got a river going to flow from here on here to the lake, Maybe to hear on in these hills, something much started flowing that direction. As you can see, these rivers will join, eventually flow here. How may be from this this health, my forever. Here, here, I'm not sure if I'm going to draw all these rivers on. This is just an idea, Teoh, to give you an idea of how rivers would flow from here. And of course, wrote water is also flowing, Decide of the mountain. So that direction, maybe this will join on. And what we've created now is that we've got a couple of river basins go home that are all flowing into the ocean. At one single point, these rivers connect ocean there. This river basin? Yes, in the ocean. Right there. These rivers, they combined flu usually right there. So and they always join, but they never split up. So this is the general layout of a river system now, but that this looks like a massive, so work it out a bit more. Reduce the capacity of this layer is to catch layer called it Now bang. Create a new layer of it in the school so called rivers black for your brush on, Let's just draw the rivers and I'm going to tell you how I do it, and then I'm going to speed it up again so you don't have to work through the whole process . What I do is I stop very, very thin lines and increased with off it as I go to the sea. And I shouldn't see I keep my lines more horizontal than vertical. And this gives an idea of perspective. So, um, that's basically is and he wanted to sit back and be You don't want it to be too smooth. Andi, keep in mind that rivers when they connect the increasing with All right, so now we've got our rivers in place. Let's remove to draw player now. So this is what we've got An ashcan. See, we've got these star black rivers now on that Comey a stylistic choice. People use it very often, just black lines to show rivers. I'm personally not a great fan of that. So I like to change the color on it depends on what I'm creating. Sometimes I like to draw my reference in pure white. In this case, I would like him to blend into the ring around our land layer. So let's speak that color by using I dropped to You can select here you compress I on the keyboard or when working with your brush, do you compress old and select that color. So we've now got the very light blue off the blue ring around our land. Selected Let's go to the layer style spent all off our rivers layer and at a color over off the very color that we just selected and as we look, look much better would be, assuming we can see that the rivers nicely disappear into that ring. In this case, it's not perfect, so we might have have to make some adjustments later on. Generally disliked good. And you can decide to extend to reverse some some places today. You don't see the coastlines showing fruit. Just check. If everything looks good around in that everything here except this river of it. Sir, this little bit missile looks good. And when you're using distinctly, obviously you don't want to rivers to go outside. Yeah, the ring. So if you have reverts to go too far into the ocean, just race a bit. So now let's restaurants are layer style. Now we can go and add some more color to it to blended in with direct nicely. So look our transparency. This makes it so that we can draw outside a reference and just use big color or throwing in this area and drove over the river system, preferably with a soft brush, so that it blends nice with the existing corner. They can do that in every area, select a color draw off the river and go to the next. All right, so there we've got a river that's unlocked a layer now so we can just play while we're allowed with it later and less at a stroke to our rivers to give them. So I like to call it assure line, and we'll do that by creating a new layer. Come on, shift and and call it shores. I put it below our rivers layer and what we're going to do now We're going to make a selection off our rivers layer. But come on clicking on the treadmill and then go to edit stroke and at a too big so black stroke in the center, 100% of STD, as you can see with no got a stroke around our reference. Um, a problem with this is that it also strokes the areas of the river that are in the ocean. So you get this black line at the end of the rivers. I personally don't like it. There's two ways to go about this. You can you raise those bits but forbid all you can create. Layer Mosque is about to get over few and go to your land layer that we've got in the land and sea group. Make a selection off that land layer, but make sure that you're still working on the shores layer and now go to layer later, mosque and revealed selection and is at a layer mask that only refuse what we had selected . So only the shores that are on our lack player and everything that's outside our land layer so in the sea disappears. So now we've got our shores around our rivers. Andi, they're nice and open into C, and their color on this already looks very nice. And the next step would be to add forests to arm up. I'll see you there. 5. Forest Styles: I don't work in this class. We're going to talk about how to draw different kinds or forest, such as assiduous forests, coniferous forests and jungles, and also a couple of different styles forests in which you can draw those. So let's start with the first style on. Distal consists of drawing individual trees so you can draw coniferous. For us like this, 20 trees and depending on the size of your map, can be very large or very small, and you have just drawing individual trees here, um, at some details. I always like to add details on the shade side, because that's going to the darker. You can also draw assiduous trees, more round shaped trees or, if you're you, drawing jungles just used a decision. Wish shapes and add some palm trees. Do them another way of doing this, and because it's a very useful in time saving techniques. If you're drawing a very large number of a very large area doesn't need a lot off detail in the forests, you can go to your brush settings and create an oval shape brush. Set the spacing very high somewhere between 2 50 50%. Um, go to shave dynamics. I set the size Jeter to about 50 and add a lot of scattering. Increase your breast a little bit. I guess they should do and just draw these forests like this. If you want to speak this up, you can said it to both access or increased it. Count off it does. This will also fill it in a lot faster, and there's less room for, uh, controlling this this way. You can easy, easily create sense or future forests without actually having to draw trees. So let's pick a normal brush can and move onto the next style, which is clouds of forests who may be, say, fluffy forests. And there's different ways of doing this as always. But let's just thought with showing you a couple of ways to do it in the 1st 1 Easiest way of doing this is to draw very How would you call this jumpy lines like this? And this is the far edge of our forests, and on the closer side you're going to draw more horror central nights and then make this for jump Ula more horror sometime. I get very jumpy here, more horizontal, very jumpy line again. Horizontal like this, so and this is the basic shape of our forest on now it looks very empty. You can add small details. The treetops, basically small dots and dashes to prison texture in different way of doing. This is to at a tree line to the forest. Just by drawing the individual trees around the edge of the forest and make it about two or free rose thick. I feel it in treetops again. So this is a two ways of doing this on Just like before you can create jungles were simply adding palm trees to two styles to create a sense that these are tropical forests on, as you can also see using round shapes if it gives the impression that this is a assiduous forest. While these arm or pointed trees could be, I'm interpreted as coniferous forest. But by doing doing it the other way around, you can really quickly change how this first looks to your few hours shackled. If we're going to create a very spiky etch for this forest, it'll look much more like a coniferous forest. So there's many ways of drawing this, and you can combine to a decision is forest that goes north and turns into a difference one . So you can really combine these styles to create your own looks on and give. Give you a world shape the final style it's took down trees on, and you can go do that by drawing individual trees. Like Miss Um, I said, is what? This would work best in city maps for something. While you're drawing Avenue's the streets, rows of treat mysteries minus might sign. They can also draw forests like this, and you can imagine that you're drawing kind of like contour lights around hill areas. So Pearson you I was just going to draw that like this on here, saying, You years another one, breaking up a bit more, this bit too much soul, that line. And here's a talked out forest. There are your ways off drawing forests on your map. That's now move on to the next lesson where we are going to put the forest on our map 6. Drawing Forests: How about welcome? We're now going to put our forests on the map. We're also going to talk about what works and what doesn't. So let's get to it. So forest can be a bit tricky. Mountains and rivers. They are late in the land, while forests grow on top of them. So you will have to consider how forests are growing on mountains, foothills, oh, hills and general. How they're growing over reverse and how you're going to showed up on your map. Let's start by creating a new layer, cool forests and put it above mountains. That said mountains, Rivers ensures to 50% of capacity on Let's go to your forest later on. Let's start by distant because we've got everything here really got mountains, rivers, hills And now I'm going to show you how you can draw you. You're forests on top of that, so make sure we've gotten right brush right color on. Let's just start drawing right here. Well, heh for forest. Grow up the mountain small bit, and it will show how it grows down on the hill off the mountain. And he crossed right over this hill here and connected. Make sure you connect all these areas later on, that's going to be very useful when you're coloring the map. Um, it's actually best to do it right along the edge of the mountain, on a continual like this along Foot Hill, down the foot hill. And just like that, make sure that it's growing off it up that hill on Continue this way and another thing that I want to show you. We're going to get here later on. Yes, how you are going to show you rivers flowing through your forests. So let's say this that this force grows in this whole area so we'll have the forest come along here well, on this side, we'll see the trees. And here the river is flowing into the forest. So that's just finished this up for such ghosts along here. We'll have a couple of low trees in this area. And how are you going to show the river flowing through the forest? Just draw the actual to forests but very tightly locked together. So draw the etch longest line and here a swell, and now you'll see the river flowing. The weight of the river is flowing through the forest without actually seeing the river right on. Going to speed is up now on did you can see how I'm drawing the outlines of the forest and to see that the forests are shaping up nicely on by drawing the foothills and the hills? A swell they really laid over the terrain, and we can later showed up with shading. But that's that's for another class. And when all the forests are laid in place, I'll get back to you, and we'll talk a bit more about how to fill them in on how to that small details to them. Another thing to keep in mind is where your for a scroll. The forests need fertile ground, and I need access to water so these areas would be very suited because they have water and rivers. I'm condemns generally rainfall in this area, since you can tell from the look of them not, this is not a very dry land. If you're drawing on a much larger scale drunk complete continents, you'll have much mountain change in these mountain change, maybe blocking clouds from going over them. So before the mountains you'll have lots of rainfall because because that's where the where clouds get beyond the mountains. It may actually be very dry because clouds won't get there. Um, as a result, you won't have a lot of fudge. It ation there. I think that's the outline of our forests done. We can now fill it up by adding some treetops within forests. So assuming I'm just free talks, single treetops lunch together and this will fill it up, you can add so tiny lines, so just fill missing. Now, if this oldfield in you can also start ending some loan trees on the map, too, gave the impression that it's milk, just thick forests and open grasslands. So at some trees here, you can draw a couple together. So now we have the bulk of our forest done really, when we can move on to the next step, because, as you can see when we increase, when we said back to your capacity off river on mountain layers, it's kind of a mess, you know, we've got all these layers showing through each other. So what we're going to do, we're going to pick our forced layer and pick our magic longs tool. Select everything, and that's why it's important that we connected these lines along the mountain rich lines earlier because now we can select the forests. But we will only select the outside of the first and not be inside. And as a result of that, we can expend our selection with SE two pixels and then press command shift lie to infers that selection. We've now selected only our forest areas. What we can do now is hide everything that's in those areas by creating layer mosques and we'll go to mountains, layers, a layer mask and hide selection. So everything that we've selected, everything's that everything that's inside or underneath the forest will be hidden but not deleted. So if we decide to move our our forests or remove them, we won't lose our deLone work for our mountains or rivers. Carol s do the same for the rivers. Can Ida pull the selection from the forest layer or you select a layer mask by command, clicking on the layer mask for the mountains on command shift. I two in first and at a new layer mosque to the rivers finally do the same for the shores. So we're going to select this. Come on, shift by and for the shores. We already have a layer mask so we can't use that same short cut. What we can do, IHS fill it with black Phil. There were black and as you can see, everything underneath our forest later is not removed. But if we turned a layer mask so we'll see that we won't lose what we've drawn. It just doesn't show when we turned to layer Moscow, so that's a neat trick. So now that we've got a forest in place, it's time to move on to the next step, which is to rein. Features will discuss that in the next lesson. I'll see you there. 7. Terrain Textures: So I'm going to draw the terrain now, unless start with the first step of drug to train. And that's squiggly lines around the coastlines and rivers. So well, I like to do is just smooth, jumpy lines like this to give the drain around river some texture in a sense of elevation as well. And then along the coastlines, bit larger lines, longer lines but too much and just followed the general shape of two coastlines. But overdo it a bit and jump around very year. Use various lowing with for it, so this will give some texture and again some idea off elevation wrapped coastline. So I'm just going to speed this up as I'm going across the map and do this, - so that's older coastal details. Next step is to Assam texture to the terrain by showing grasslands on desserts. If you have those, those are swampy areas, so let's zoom in a bit and I'll show you some ways to draw them. You can draw grasslands by just drawing tiny lines to show grass my legs on. Make sure that it's not too evenly and regularly spread, so you want to you want it to look random for something. Let's say that this area here, um around where the river meets a Sure we want a swampy area. How did you How did you draw it up? Let's just start with drunk grass like we did before. Small bits of grass scattered around here. A bit done certain. Don't. We did that. We did it here. And that's absolute vertical lines to it. Look so on and some more cross. I will resume out. You can see that it rates essence swampy area. We could have done come down here a swell. So this whole area, the swampy just like the actual evidence. Onda, um you know, just continue on. And if you want to draw barren lands, flatlands, desserts, you can use a lot off vertical lines in a way that I would draw Wastelands is by adding vertical lines long near breaking up a bit here and there. Don't don't draw them to think on did you can draw rocks, For example, a couple of rocks here and or small bits of vegetation. Trying to grow in this barren land like this is a very barren econ. If you wanted role desserts, you can draw the scent tubes and use very round shapes for that. So, like this sheriff in lines lots of space between, you know, desserts are very barren on. You don't want Teoh. Fill it up too much. Got small ducks between it. Fill it up a little bit. Grady and Eero send. And there is a desert. It doesn't really fit. But this map? No. Especially since we've got this couple trying trees in here, which would suggest that this is too far north. But that's just a way that you can draw that when you're a map. So that's removed this on. Don't just continue to feeling the land texture industy Train for our map Done. 8. Final Thoughts: with an output during features on our map. I look forward to seeing your class projects, and I hope you come up with some really interesting stuff. The best glass. We're going to take a look at how to draw us to the Iranians roads and how to have names for the locations young up. Thanks so much for following along. I'll see you in the next.