First attempts at rock drawing
I chose to start with an attempt to map the area of the USGS 7.5’ Mount Ritter Quadrangle. I was familiar with the area and felt that it would be representative of much of the High Sierra terrain. I mostly just wanted to see what I could do with rock drawing, so my plan was to just overlay the drawing on the existing topo map. I first tried drawing lines in Adobe Illustrator following ridgelines and edges, thinking that some skeletal lines would be enough but it wasn't. Then I tried drawing in pencil on tracing paper. The result wasn’t too bad, but it was not easy. I couldn’t see the countours clearly through the tracing paper and the pencil tended to smudge. Attempts at erasing made a mess. After scanning, many areas of the drawing were too weak. I fit the drawings as an overlay on the topo map. I added a layer of shading derived from USGS dem data using software called SimpleDEMViewer. On the topo, the blue contour lines on the glaciers were much too dense. I replaced them with drawings done in Illustrator using the same contour interval as the rest of the map. It all turned out all right, but I thought that I could do better.
pencil on tracing paper overlaid on topo |
I decided to try again, this time on a different area, the 15’ Matterhorn Peak quadrangle. I made a number of attempts at this, and after looking through my old files, I’m not sure exactly what I did each time. I know I used several different USGS topo maps as a base — the 1:100,000 Bridgeport quadrangle, the 1:62,500 Matterhorn Peak and the 1:24,000 Matterhorn Peak. I found the latter in two versions — one a jpeg image and a newer one that was all vector art. The vector art version was useful because I could separate the elements and use them in Adobe Illustrator, but I found that the contours were much less accurate than the older map. In some places like the cliffs of Yosemite Valley they were very inaccurate. But I used them anyway on some of my attempts because in most areas, their inaccuracy was not so obvious.
On a couple of maps I used the vector art contours but I wanted my finished map to be at a smaller scale so I changed the 40 ft. contours to 80 ft. contours by deleting every other line. I soon ran into problems because it was hard to tell where I had deleted and where I hadn’t. I solved that problem by changing the color of the lines rather than deleting them. When I was done, I could select all of the lines with changed color and delete them all at once. I also created contours from dem data using SimpleDEMViewer. The result was a bit-mapped image, but on some maps I converted it to vector art using the Live Trace feature in Illustrator.
I also found problems on all of the topo maps with the green indicating forest cover. On the bit-mapped topos it was difficult to separate the green color with Photoshop. I could easily separate the green areas from the vector art, but I didn’t think it was very accurately done. Comparing the maps with satellite photos, I saw that many of the green areas on the maps showed little or no trees in the photos. I spent a lot of time trying to re-draw the forest areas by tracing the photos.
My first step toward doing the rock drawing was to draw skeleton lines. On the topo map I traced all of the steep ridgelines and the tops and bases of cliffs, trying to simplify the terrain into a set of plane surfaces. At first I wondered if the skeletal lines alone would be enough, but soon found that they weren’t. The outlined surfaces needed to be filled with some kind of hachures to show the orientation. They needed to follow the direction of the light source, with lighter strokes for lighted surfaces and darker ones in shade.
For both the rock drawing and the shading I chose to use a light source from the west. It is more usual to use a light source from the northwest, but in the Sierra the major ridgelines tend to run northwest to southeast, and they don’t stand out as well with northwest light.
I tried several different approaches to the actual drawing. I did a couple of versions with line segments drawn in Adobe Illustrator. On one I used vertical lines for the steepest slopes and horizontal lines for the less steep, similar to the style of the Swiss topos. On another I used only vertical strokes, with dotted lines to indicate talus slopes. Both look pretty good, but because they are uniform line segments, they look rather stiff and mechanical. Then I tried drawing by hand with a fine-tipped pen, going back to the Swiss-style with both horizontal and vertical strokes. On tracing paper it was hard to see the map underneath. I tried using clear acetate, but it tended to smear and didn’t scan very well.
drawing in Illustrator -- all vertical strokes |
drawn again with both vertical and horizontal strokes |
In trying to draw rocks, I soon found that contours were not enough to distinguish craggy rocks from talus or other steep slopes. I needed to study satellite photos to divide the map into areas for rock drawing, areas to indicate talus, and areas without rocks. For talus slopes, I tried using dot textures in Illustrator, but I think I ended up just stippling dots with my pen on the drawings.
On all of these maps, I needed to do a lot of image manipulation to get the various elements to fit. Elements derived from a single topo map were no problem, but the shading and contours from dem data and my rock drawings all had to be scaled, rotated and distorted in photoshop to get them into good registration.
section of final Matterhorn Peak map -- rock drawing in ink on paper |
A map of the entire high sierra
I started by making a base map by fitting together 10 topos at the 1:100,000 scale. They were the quadrangles for Bridgeport, Excelsior Mts, Yosemite Valley, Benton Range, Shaver Lake, Bishop, Fresno, Mt Whitney, Visalia and Three Rivers. I deleted a number of 15’ quadrangle areas in the northeast and southwest that I didn’t want to bother with.
I wanted to start with the lines for lakes, streams and roads. I first considered downloading all of the 7.5’ vector art quadrangles, but realized that it would be a big job since I would need to download more than 200 files, each one would require a lot of work to extract the lines, and the lines would be much too detailed for the scale that I intended. Instead, I traced the lines from the 1:100,000 scale topos. By working in photoshop to lighten some of the image and use only the red channel, I got a gray-scale image that I could apply the auto-trace feature in Illustrator and get line work for a lot of the lakes and streams. I used a similar method on the green channel to trace the larger roads that were shown in red. In many places, my tracings were pretty good, with only a few gaps that needed to be connected and extra stuff to be deleted, but in other places, large areas had to be traced manually. Later, I went back and traced all of the trails, also done manually.
section of base map with water features, roads and trails |
section of land cover map |
section showing skeletal lines overlaid on topo map |
drawing using mostly skeletal lines |
final drawing using Photoshop pencil tool |
Next, I wanted to add representation of glaciers. The 15’ topos showed glaciers, but after comparing them with the 7.5’ topos, I saw that they were quite inconsistent and completely missing on some quadrangles. I ended up drawing glacier areas manually on the 15’ topos while looking at the 7.5’ topos on my iphone. I feel that my drawings are accurate enough since glaciers change from year to year anyway.
Shading and contours were done together using SimpleDEMviewer on DEM data downloaded from USGS. As before, I used shading with a light source from the west. Countours were set for 200 ft. Both shading and contours were saved as separate images, but kept together while resizing and fitting to the base maps to keep the two images in register.
All of the layers were fitted to the 1:100,000 topos, and then those were fitted to the large base map of the whole area. Quite a few areas appeared to be somewhat out of register, and they needed to be adjusted for a better fit. The transparency of the various layers was adjusted to try for the best final appearance.
Type for place names was added in Illustrator in two sections because the size of the map was too large to fit into a single file. The names were mostly copied from those on the base topo. Peak elevations were added mostly from the 15’ topos which were shown in feet, but in some cases converted from meters on the 7.5’ topos. The two series of topos don’t agree on many elevations, but I decided that it wasn’t worth worrying too much about.
section of finished map |
entire map area |
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