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

 

December 24th Update

Merry Christmas everyone! We have a second set of Dojo’s these week:

This slideshow requires JavaScript.

I tried to adapt last week’s design into a more detailed building, but I feel its missing something the last one had, I suspect I should have given the Roof a second layer, like in the Ikenobo Dojo I referenced last week

Rokkaku-dou_Ikenobou_doujou

Other than the roof situation I’m actually pretty happy with this one, I think it’ll fit well when I’m constructing the city proper

Other than that, I’ll be taking a much needed break over the Christmas, but I will do another “Year in review” posts on new years day, I find looking back on what I’ve done and reminding myself how much I’ve actually produced to be very motivating, it can get demoralising when I still see how much I have to do, but I’m over half way with all this concept art and I’m proud that I’ve been able to keep going through out the year.

Anyway, here is this week’s Update list:

  • 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:32/39

That’s all for this week,
Until next time

Marc Out~~

September 3rd Update

Slowly getting through these piece by piece, This week I started working on the factories of the city:

This slideshow requires JavaScript.

These were important buildings to draw because of the smoke stacks, I actually have trouble drawing cylinders, especially uniform ones like this, but with a combination of the previous drawing techniques I’d been using combined with some photoshop tweaking I think I have a fast way of drawing them.

I also based the colour schemes off of the Warehouses I’d done previously I liked the grey washed out colours that I feel look oppressive and cold, contrasting with the other warmer areas.

That’s it for this week, thanks for bearing with the progress of these buildings, they aren’t the most interesting to discuss and I hope I have more to say once I’m past them

Anyway, here is this week’s list:

  • 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:19/39

That’s all for this week,
Until next time

Marc Out~~

August 14th Update

A little late with this update, I was at Comic con in Dublin, so I could only post the concept today, but this week we have the first of the Upper district buildings:

This slideshow requires JavaScript.

The upper district is Made up of Otherkin that have accepted human Rule and are rewarded for it, so while the buildings are rounder, they mimic different human buildings, these ones take inspiration from the Human Villas I made before

On a slight side note, I’ve decided to change the Name of the Otherkin to Alterkin, I’ve had to many people express worry that the name has negative associations with it, honestly I’ve only really been using it as a placeholder name as I come up with a better one, and I think I have, Alterkin seems like a more accurate name in the grander scheme of the plot as well. However this presents a few problems with the script that I’m going to have to look over, for example, the organisation the main characters work for is called The human Otherkin joint operation, but now that doesn’t fit the acronym HOJO, which was a nice nod to final fantasy, but now requires rethinking. But its a problem I’m happy to think on for a little bit.

Anyway, here is this week’s list:

  • 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:16/39

That’s all for this week,
Until next time

Marc Out~~

July 2nd Update

First of the human residential houses, and this was a fun one to design:

This slideshow requires JavaScript.

So one of the first things I wanted to show in the human residential area was that it was well off money wise, so I wanted to have a lot of different shapes, while still keeping the square designs of human architecture, paired with lots of bright cheerful colours, the houses should nearly look like holiday homes. which is why one of the main inspiration was Venetian style villas:

venetianvilla_manufacturedstone_shasta_3

I was originally going to add in the stonework to the design, but I want to keep the human locations artificial looking, and I want to keep texturing as simple as I can in 3D, so I think I’ll go for a smooth concrete texture when I’m modelling them.

Anyway that’s it for this week, keeping it short 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:0/15
    • Exteriors:10/39

That’s all for this week,
Until next time

Marc Out~~

June 25th Update

Last of the military Sector Buildings this week:

This slideshow requires JavaScript.

This was another building I took inspiration from my trip around Dublin, which I based on this building:

20180609_172851

Following the same logic as last week’s concept in making the building defend-able so I added the shutters at the top of the windows, I wasn’t able to convey it with the angle I took, but I picture the glass at the top lowering into the main structure, which I think will be easier to show when I model it in 3D.
I decided to keep this design simpler that last week, mainly because I’ve been quiet busy with non-Fade related things, but hopefully I’ll be free to get more done in the next few weeks.

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:0/15
    • Exteriors: 9/39

That’s all for this week,
Until next time

Marc Out~~

June 19th Update

Apologies for the day late update! This particular concept took a while to complete, but I think it turned out well:

This slideshow requires JavaScript.

The city in Fade is built from the concept that war is a regular occurrence until recently, so many of the building will have some sort of defences, I haven’t shown this previously due to the Human business sector paying extra to hide the defences and The commercial sector being a newer area to be built up, however I may go back and change it later. The military sector however needs to have this feature of the culture be very clear, so the previous design had the Arrow slit Windows and this one has blast covers that lower onto the windows, which is an idea I got from this building in Dublin:
20180609_175737

That being said the blast covers were extremely tedious to draw and while I don’t think its noticeable a lot of the perspective is off on a few, I don’t think I’ll be drawing a building this complicated for a while.

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:0/15
    • Exteriors: 8/39

That’s all for this week,
Until next time

Marc Out~~

June 11th Update

This week we start on a new set of buildings, the military Sector:

This slideshow requires JavaScript.

This is a more functional building that the previous ones, I went out and looked for some real life references to get ideas from, so I took a trip into Dublin city and stumbled across one of the entrances to Trinity College which really stood out to me

20180609_172335

The thin windows reminded me of the Arrowslits in Castles, so I decided to implement the same thing into the building design, although I probably made them a little too wide, but I’ll have to see how they look when 3D modelled to be sure.

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:0/15
    • Exteriors: 7/39

That’s all for this week,
Until next time

Marc Out~~

2nd Year Anniversary and Review

Well its June 6th, which means that I’ve been posting on this blog for 2 years now and working on the project for 3 years, and like Last year I’m planning on doing a little review of what I’ve done over the year.

So the biggest milestone I completed was the background extra’s concepts, which I’m glad to have out of the way, out of all the concepts I had to do that group was the most numerous, even more so than the buildings I’m working on now, it was the most intimidating thing in the project so far, and if nothing else I’m proud of the sheer amount I was able to get down on paper.

The Second big milestone was finishing the main characters and their re-designs, which was satisfying to see all the realised characters on paper, I still want to draw a group shot showing differences in body type and height but for now I’m happy to just have usable reference for modeling each character.

Tying in with that was the completion and re-design of the weapons, this was a big detail character wise to complete since I feel in a fighting cartoon, weapons help show personality, and having reference for each weapon is going to be so useful in the future.

Not everything was good news this year though, I had to part ways with my volunteer composer Maxim, after realising that he wasn’t the best fit for the project, we didn’t fall out, and I’d love to work with him again on a project better suited to his style of music, but it does feel like a frustrating failure on my part for being unable to direct him in the way both he and the project needed. I’ve realised that honestly the only real option is to keep searching and save money to hire someone who can fit the j-punk/anime tone of the show.

Overall 3 years into my 5 year goal I’m actually still confident I can meet the deadline of producing the first episode, I’m actually well over half way through the conception stage, which is by far the most difficult to get through for me, since its working from practically nothing. once they are done I have a jumping off point for everything.

The overall plan still remains the same as last year, if any of you guy remember the spaghetti sprawl:
FadePlan1

since last year I have realised a few things are going to be more difficult than I first pictured, like the marketing, but I’ve learned a lot about 3d Modeling and rigging since last year. but if all goes according to plan, I may be able to move onto a few of the next stages in this upcoming year.

Its been a productive year and hopefully I’ll continue building momentum.
Here’s to the progress to come!

Till Next week

Marc Out~~

June 4th Update

Last of the Human Business skyscrapers this week:

This slideshow requires JavaScript.

I kept things simple this week, I’m eager to move onto the next category of buildings, plus the 2nd year anniversary of the blog is in two days and I wanted to spend some time reviewing my progress from the year, but I’ll get into that in the next post.
The building itself is basically a single tower version of last week’s concept which I worry now makes the first Skyscraper I designed clash with these two, but I won’t know that until I make a scene out of them.

Anyway that’s it for this week, I’ll keep it short, for now the 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: 6/39

That’s all for this week,
Until next time

Marc Out~~