June 18th Update

Only a handful of landmarks left now, this week is the Villain’s base:
BlindfoldCodeWarehouse.png

The Group hides out in the warehouse district, so I used the colours from those concepts, but then used some of the logos on the blindfold code followers as graffiti to make it stand out a bit more, while still keeping it discrete enough to be a useful hideout. I plan on adding more detail to little things like the boards covering the windows when I’m making the 3d models, but overall I’m happy with it.

Anyway that’s it for this week, the progress list is as follows:

  • Character Concepts
    • Background extras:42/42
    • Main Characters: 13/13
    • Main character re-designs: 5/5
    • Secondary Character: 14/14
    • Secondary Character re-designs: 5/5
  • Weapon Concepts
    • Main Characters: 12/12
    • Secondary Characters: 7/7
    • Weapon Redesigns: 4/4
  • Scene Concepts
    • Interiors: 0/24
    • Landmarks:9/15
    • Exteriors:39/39

Until Next time,

Marc Out ~~

June 11th update and 3rd year Anniversary recap

Another Landmark concept this week, this week for the entertainment District:

TheBigWheel

I really liked the idea of a Ferris wheel against the city’s skyline, but I wanted to make it a bit more interesting, its faint but inside there are orbs, I vision these as chambers that contain a floor that stays level no matter what way the wheel turns, so people can stand and look onto n the city.

 

In other news the 3rd anniversary of this Blog was on the 6th of June, I ended up missing it, which disappointing me greatly. I feel those kinda of dates are important. But none the less it doesn’t take away from what I’ve accomplished this year.

The biggest thing was completing the base building concepts which was frankly something I had been dreading, and I can honestly say it really did try my patience but thankfully that has lifted somewhat with the landmarks as I’ve been making them.

Overall I have two years to reach my milestone of the first episode, but unlike last year I’m not so confident I’ll reach that deadline in the time I have with the workflow I currently am using, but my schedule with college and other responsibilities prevent me from working faster.  Its something I’m very frustrated by, I’ve been wondering how I should go about making things easier for myself, I have a few options:

  • Firstly I could do the storyboards before concepting the interior sets, so I can plan them out more efficiently but this could delay my completion of the interior concepts and prevent me giving proper care.
  • Secondly I can start story-boarding the first episode while I’m working on the Interiors but this will tighten my already tight schedule.
  • Third only concept the interior scenes for the first episode before moving onto the storyboards, this would speed up the development of the first episode and reduce my initial workload, but drags out the development of later episodes significantly since those concepts will have to be drawn and built at some point.

I still haven’t decided which of these approaches I’ll take, I have seven landmarks to complete, so I have seven weeks to decide, but I’m leaning toward the third option, since it will help me keep to my original deadline better and break up the work into something that feels more achievable.

I’m still working to follow my initial plan:

FadePlan1

But I think in the next year I’ll be tweaking it, moving Marketing to a later in the chain, but I’m still not sure as to where, its a big part of the process and something I’ll probably spend money on, but my initial attempts to gauge my audience from animatics hasn’t gone well with some of my personal animatics. Where I’m going to market it will take some thought too, I don’t want ride on Rwby’s coattails and frankly I think the story can stand up on its own, so I want to find alternative avenues to find the audience.

I still maintain that once I’m done with the concepts I’ll be able to progress very rapidly, I’m faster at 3d modeling and rigging than producing well rendered art, so I don’t thing those parts of the plan will change much.

Overall I feel I’m going into next year with a more realistic outlook in the project, recently the show took some bumps, but I felt I learned from that, and I’m still optimistic for the future.

Anyway that’s it for this week, the progress list is as follows:

  • Character Concepts
    • Background extras:42/42
    • Main Characters: 13/13
    • Main character re-designs: 5/5
    • Secondary Character: 14/14
    • Secondary Character re-designs: 5/5
  • Weapon Concepts
    • Main Characters: 12/12
    • Secondary Characters: 7/7
    • Weapon Redesigns: 4/4
  • Scene Concepts
    • Interiors: 0/24
    • Landmarks:8/15
    • Exteriors:39/39

Thank you all for continuing to follow the show’s development, until Next time,

Marc Out ~~

June 3rd Update

Welcome back, its been a very long time since the last update, apologies for that, I needed to get college work out of the way and I lost track of the updates. But now I’m back now, and this week we have the landmark of the Focus Training Dojos area, the Temple:

TheTemple

The Main influence for this was the Wat Rong Khun or the white Temple in Thailand:

93838844-rong-khun-temple-wat-rong-khun-white-temple-chiangrai-thailand

I would have loved to have added something as striking as that mass of stone hands, but there were a few factors that stopped me, the first was time, I was behind on updates and swamped with college work, the second was style, I want this place to stand out, but I don’t want it to look jarring with the high amount of detail.

So with the final design I desided to simplify it down, round it to make it fit the Alterkin architecture and replaced the lake of Hands with water, but I still quite like this concept in spite of all I removed.

Anyway that’s it for this week, the progress list is as follows:

  • Character Concepts
    • Background extras:42/42
    • Main Characters: 13/13
    • Main character re-designs: 5/5
    • Secondary Character: 14/14
    • Secondary Character re-designs: 5/5
  • Weapon Concepts
    • Main Characters: 12/12
    • Secondary Characters: 7/7
    • Weapon Redesigns: 4/4
  • Scene Concepts
    • Interiors: 0/24
    • Landmarks:7/15
    • Exteriors:39/39

 

April 23rd Update

Apologies for the lack of update last week, things are pretty hectic right now, I got the concept done, I got the concept done, I just couldn’t get around to posting an update. But luckily that means two concepts this week:

TheSmokeStack.png

First up is the landmark of the Factory sector, the Smoke stack, the idea behind this one is that its at least twice the height of every other factory in the area, the smoke being pumped out by it will do well to help the mood in other areas too anytime I want things to look overcast.

 

TruthClub.png

The second is the Truth club in the Upper district, its owned by Indigo and this influenced a lot of the colours of this building, its a pretty important set piece so I wanted to make sure it looked lavish.

Anyway that’s it for this week, the progress list is as follows:

  • Character Concepts
    • Background extras:42/42
    • Main Characters: 13/13
    • Main character re-designs: 5/5
    • Secondary Character: 14/14
    • Secondary Character re-designs: 5/5
  • Weapon Concepts
    • Main Characters: 12/12
    • Secondary Characters: 7/7
    • Weapon Redesigns: 4/4
  • Scene Concepts
    • Interiors: 0/24
    • Landmarks:6/15
    • Exteriors:39/39

April 11th Update

This one took a bit longer than the others, but its something a little different this week:

GraveWall.png

This is a more general concept for an area, the Garden of remembrance, its an entire district onto itself, almost like a part, but all the walls are lined with Gravestones like this, each one will have a name and date on it, but I just ran out of time this week.

20190412_161353

There is a wall next to the Jervis center in Dublin that was a big inspiration for this, the area used to be part of a church and the graveyard attached to it, but as the city grew the church was turned into a restaurant and the graves were cleared. But instead of disposing of the stones, they were propped against a wall as a kind of memorial, which looks very cool.

Anyway that’s it for this week, the progress list is as follows:

  • Character Concepts
    • Background extras:42/42
    • Main Characters: 13/13
    • Main character re-designs: 5/5
    • Secondary Character: 14/14
    • Secondary Character re-designs: 5/5
  • Weapon Concepts
    • Main Characters: 12/12
    • Secondary Characters: 7/7
    • Weapon Redesigns: 4/4
  • Scene Concepts
    • Interiors: 0/24
    • Landmarks:4/15
    • Exteriors:39/39

April 2nd Update

The third Landmark, this is a pretty important one, Its the Team’s main base, Hojo:

HojoBase

I’ve had a really clear idea of this one for a while now, Its human made, but I wanted to make it look like there was an attempt to incorporate the rounder architecture of Altherkin buildings to make a combination of the two cultures. I still want to mess around with the scale of the building in sections, but that rough shape is what I’ll be sticking with.

Secondly I wanted it to match the military district, so I took some of my earlier colour schemes and used them for different elements and I’m very happy with the result.

Anyway that’s it for this week, the progress list is as follows:

  • Character Concepts
    • Background extras:42/42
    • Main Characters: 13/13
    • Main character re-designs: 5/5
    • Secondary Character: 14/14
    • Secondary Character re-designs: 5/5
  • Weapon Concepts
    • Main Characters: 12/12
    • Secondary Characters: 7/7
    • Weapon Redesigns: 4/4
  • Scene Concepts
    • Interiors: 0/24
    • Landmarks:3/15
    • Exteriors:39/39

March 25th Update

This was a tricky one to figure out, so many lines:

SpireIndrustiesTower.png

Figuring out how to draw this building was the biggest obstacle, as good as I’ve gotten with perspective, this has several grids warping, so in the end I used a 3D model again, but used the wire frame of the model for the windows.

I had a really clear idea of this building, its for the Human business district, I wanted to find a different way to make this one stand out without messing with the colour scheme like I did with last weeks concept. So I went with making it a unique shape, the buildings all around it are sharp edges, so adding curves in and making it higher than all the other buildings should draw the eye nicely.

As for the company it belongs to, I named them after the Spire in Dublin and since is sounds like spiral I thought it was a good name for the building, I don’t have any plans for them yet, but all I know is I’m planning on having a fight in an elevator in this district, and this building is a good stop for that.

Anyway that’s it for this week, the progress list is as follows:

  • Character Concepts
    • Background extras:42/42
    • Main Characters: 13/13
    • Main character re-designs: 5/5
    • Secondary Character: 14/14
    • Secondary Character re-designs: 5/5
  • Weapon Concepts
    • Main Characters: 12/12
    • Secondary Characters: 7/7
    • Weapon Redesigns: 4/4
  • Scene Concepts
    • Interiors: 0/24
    • Landmarks:2/15
    • Exteriors:39/39

March 19th Update

Ok, first of the landmarks, this week its the Argrows Shopping center:

ArgrowsShoppingCenter

For the most part I’m happy with this design, its an important location, there are a few things I need to tweak, for example it needs to show it can transform into a bomb shelter for civilians, but the shape and colour scheme I’m pretty happy with, I chose to use a blue-purple colour to make it stand out from the other buildings and a Red for the Logo to show a warning of the conflict which will happen there, luckily Red is a pretty common colour for Logos so it shouldn’t look too forbidding.

A huge inspiration for the protruding segments were based off of the Scottish Parliament of all places:

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I Love this building design, I plan on taking a few different elements from it for different buildings  in the future.

These segments however were a bit awkward, so I decided to experiment with a another method of planning my concept art. I made a rough shape in 3D first and drew over it:

ArgrowsShoppingCenterConstruction

The finally product turned out well, but I’m very  glad I practised a lot doing perspective in 2D first, it made things like the pillars much easier to draw correctly.

Anyway that’s it for this week, the progress list is as follows:

  • Character Concepts
    • Background extras:42/42
    • Main Characters: 13/13
    • Main character re-designs: 5/5
    • Secondary Character: 14/14
    • Secondary Character re-designs: 5/5
  • Weapon Concepts
    • Main Characters: 12/12
    • Secondary Characters: 7/7
    • Weapon Redesigns: 4/4
  • Scene Concepts
    • Interiors: 0/24
    • Landmarks:1/15
    • Exteriors:39/39

 

Season 1 Background Buildings

My second biggest milestone after the background characters

I feel this puts me overall past the half way point with the concept art. These milestones are really important to keeping motivation throughout the boring parts.

Anyway until Next time,

Marc Out ~~

March 5th Update

Woo! I did it, all of the background city buildings for season 1 are done!

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This fits into more of an office/admin styled building, I’m also going to use one as the station for the city monorail, I wanted to give it a very simple prefabricated look, similar to the modular pre-fab offices I found online.

prefaboffice1

And with that the two biggest concept jobs for the current season is done, this with the background character designs where the two jobs I was the most daunted by, Next will be landmarks and the interior rooms, which I suspect will take longer than a week per room because of the level of detail each room needs, but I will post progress images when I get to them.

For now the next big done is the Landmarks which should still fit the one per week formula I’ve been following.

That being said next week I’ll be posting a full catalogue of the buildings I’ve done like what I did with the background extras since I’ll be attending Dublin comic con and won’t have time to work.

Anyway that’s it for this week, Thanks so much to the folks who have stuck with the blog through this section, the progress list is as follows:

  • Character Concepts
    • Background extras:42/42
    • Main Characters: 13/13
    • Main character re-designs: 5/5
    • Secondary Character: 14/14
    • Secondary Character re-designs: 5/5
  • Weapon Concepts
    • Main Characters: 12/12
    • Secondary Characters: 7/7
    • Weapon Redesigns: 4/4
  • Scene Concepts
    • Interiors: 0/24
    • Landmarks:0/15
    • Exteriors:39/39