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 ~~

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:

dkyijenvoaa7jtw

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

 

January 8th Update

Last Dojo for this set, I’m actually sad I’m done with these, I think with this design I finally have the idea of what I wanted these building to look like:

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The addition of the curved walls will actually take a little explanation, so originally I wanted to do a larger building, based on the dorm (or Temple) of main characters of Houseki No Kuni (Or land of the lustrous):

land-of-the-lustrous-01

I really liked the idea of a slice cut building, and wanted to apply it to my previous designs, but it was a bit of a drastic change from the previous two designs, but I looked at a few different designs of Asian buildings, and caught the ideas of the corridors usually extending from main entrances:

kh2-land-of-dragons

So I came up with the idea of a Dojo with walls built onto the main building, Sliced at an angle, I’m hopefully going to add in something like a sparring ring, which should give the district a really unique look.

Anyway that’s it for the analysis, 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:33/39

That’s all for this week,
Until next time

Marc Out~~

Happy New Year!

I’m trying something a little different this year, this is the third New Year’s day this blog has hit and I want to start acknowledging certain holidays a bit more, Christmas I usually take a break on, but I decided to do something special for today, some group art of the Team:

FadeGroup1

Its been a very long time since I’ve been able to sit down and draw the main four which I’ve really missed, but this art has purpose too, the about page has been very bare, and I haven’t wanted to use the concept art since A) those are only really good for my reference and B) not a good representation of the final look of the show, but this is far more a step in the right direction (and a better example of my abilities)

For those of you who started reading in 2018 I thank you for your time, and I hope you’ll stick with me through 2019.

Until next time

Marc Out~~

December 24th Update

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

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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~~

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~~

September 18th Update

The Final Factory this week, took a little bit of a different approach this week:

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the Storage Tanks were something I think the district really needed, both from a world-building perspective and a way of adding variety to the scenes, I’m quite happy with them.
I think I’ve finally perfected drawing cylinders enough to move onto some of the more advanced Alther kin buildings, which I’m really looking forward to working on now

In other news, I have to apologise for the lateness of this update, I’m back to college this week and things are unfortunately up in the air with my scheduled, there may be another delay next week as well, but after that things should start getting back to normal with the updates.

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:21/39

That’s all for this week,
Until next time

Marc Out~~