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

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 ~~

December 3rd Update

Last of the Alterkin Skyscrapers this week:

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If I’m being totally honest, I’m not happy with these ones, I feel the top should be more domed and some internal supports to show its glass, rather than a roof, it makes it look too much like a tower rather than a skyscraper, and I put far too much detail in the amount of floors (there are 32 different divisions in the structure, which was a nightmare to draw)
I’ll probably change it when I’m building it in 3d, these blog posts will be serving as notes for myself as well as documenting my progress.

Thankfully I’ll be moving onto a new set of concepts next week, I’ve been dealing with another bout of burnout lately, which between that and college has made my updates a little sporadic, and moving to a new set of buildings will be just what I need to renew my motivation.

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:30/39

That’s all for this week,
Until next time

Marc Out~~

 

November 28th Update

A little late this week, but here is the second skyscraper for the Altherkin business district:

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I’m steadily working up the detail in these buildings, the hollowing out of the top is something I’ve been trying to figure out for a while, I think for the most part I’ve gotten it correctly, but the shading might need work.

Other than that I need to point out that things are getting quite busy with college and Christmas, so there may be the occasional late post like this one, but come January things should start to even out again

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:29/39

That’s all for this week,
Until next time

Marc Out~~

November 19th Update

A fairly simple one this week, the First of the Alterkin business district buildings:

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These buildings were a really important experiment for me to draw, the next two will be a bit more complicated, but this design helped me to work out a lot of the process, for example, the squarer human skyscrapers required far less planning because they were simple boxes

Building-construction1.png

However in rounded buildings, extra angles mean added complexity:

Building-construction2

Up until now I’ve been designing very simple rounded structures, single story houses or smoke stacks, so a multi-floored buildings presented a challenge, one I’ve honestly been procrastinating on until now, but now that I have this method I should be able to come up with some interesting designs, and I’m looking forward to getting creative with it.

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:28/39

That’s all for this week,
Until next time

Marc Out~~

November 12th Update

Apologises for lack of update last week, I was extremely sick and wasn’t able to work much, but this week we have the last government Buildings:

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Admittedly this design was the simplest, I’m pretty sure its still going to be imposing when paired with the other buildings, but my illness couldn’t design anything more complex than that.

That being said, that’s it for the government buildings,  I only have a handful of buildings for outdoor scenes left, these last few buildings will be interesting challenges, but I think I’ve learned enough to handle the last four districts

 

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:27/39

That’s all for this week,
Until next time

October 29th Update

Second Set of government buildings this week:

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After sleep on the last week’s designs a while I’ve actually changed my mind about about them, once again I don’t want to distract too much from the main set pieces, and giving them a more foreboding look isn’t really a factor until later seasons, so I’m getting a bit ahead of myself.

One other thing that ties into this topic, which I forgot to talk about, was actually the colours I chose for these particular concepts, which is heavily based off of Russian buildings built during the soviet era:

xkremlin-pagespeed-ic-_jcvbwxgjw

I muted down some of the colours to prevent them from grabbing too much attention, and with the right lighting could be seen as both hopeful and oppressive based on the mood I’m trying to create.

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:26/39

That’s all for this week,
Until next time

Marc Out~~

October 21st Update

Onto a new set of buildings this week, the government buildings:

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These buildings were tough to design, they had to show that the human’s were in charge without standing out too much, both impressive but also a bit oppressive, honestly I don’t know if I pulled it off with the look, I took a little inspiration from the Diet Building in japan for this piece, but I don’t know if I took enough elements from it:

1200px-diet_of_japan_kokkai_2009

I kept with the square ascetic of the building and the extruded pillars, but reduced the scale. I’m wondering now if I should have kept the gilded stonework along the tops of each section, but I don’t want to dwell on it too long.

Regardless, 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:25/39

That’s all for this week,
Until next time

Marc Out~~

June 25th Update

Last of the military Sector Buildings this week:

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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~~