Showing posts with label Concepts. Show all posts
Showing posts with label Concepts. Show all posts

Sunday, January 2, 2011

What's on Draft?

     Here's a rough 3D mock of how i imagined 2 parts of the city being - the Merchant & Guild Quarters (though 'quarters' might be switched out by something else depending on the kind of vocabulary i choose to use in the world). Merchant Quarters are where most shops and bazaars and such are, where as the Guild Quarters are where guilds and things of that sort are located (a lot of quests originate here).




     This is just another angle of the work thus far...closer up just so you can get a feel for the size of the dividing inner-city walls and the larger outer wall. Its all just quick concepts and such right now...so a bit of this might change (or just get greater detail).







     Here's a quick mock i made of archives before working on the town layout - just setting out basic shapes to get a general feel for what may or may not work in the long run. Size/details will definitely change as i realized some of what's in the picture won't really work in the end...but the overall 'feel' will kind of be the same.

Saturday, January 1, 2011

Finally!!!1|1|11

    So it's been a long time since i've made a substantial posting, and it probably be longer still ttill there's anything really worth it on here - but i figure since i've got the shit to put on here...why not do it anyway?

     So this is the concept i came up with for the wall that goes around the main/initial town in my story (it would be the equivalent to Traverse or Twilight Town from Kingdom Hearts I/II). I was heavily influenced by the Great Walls of Ba Sing Se (from Avatar: The Last Airbender), but there were a few times where the wall just seemed...funny and whimsicle because of how it rose/fell and weaved along the mountain crest.




     I can understand why a wall built like this would have an ever-changing 'levelness', but since there's elemental manipulation in my story, i don't want to be limited to "real world" mechanics...which is kind of why i find some of these pictures i captured so funny.








     This is a pretty good kind of "middle ground" between the rise/fall of the terrain and the levelness of the wall. Again, i wanted mine to be a constant height, so this would only partially represent my idea.









     This is the kind of...aesthetic i'm going for in my wall design - grand, towering, impenetrable, almost as if it weren't man-made. I mean, the ground at the base of the wall isn't 100% level, but they maintain a constant height all around the inner-city. There's far less terrain near the city of Ba Sing Se than in my story, but the constant height thing is almost a must for me.







    This was a concept sketch i came up with for for my main town (after the post below this one, but before my design for the wall) and it might not make much sense to the viewer without any insight into my story/worl, but i'll eventually have some 3D mock-ups going on to illustrate the train routes and underlying terrain (i was kind of aiming for a small mountain/hill range encircling one larger mountain/hill that would have the Archives library sitting atop it)

More sketches and designs to come soon now that i've dusted off my Wacom tablet and found it far easier to sketch "layered" ideas in photoshop than on paper and then transfer.

Sunday, August 15, 2010

Train-ing


This is just a draft (slightly composited with some touch-ups in photoshop) of what i'm thinking of making the layout of my first major town (and hugely skill-tasking project) of Quinsa. Since it's going to be a sort of hub where alot of different trains, people, goods, and what have you come through, i gave the train layout a lot of thought (and try not to picture a single set of tracks along each line...there's going to be a few sets and maybe another level in some places - sometimes a larger train will utilize two sets of tracks because it's so huge).

So i'm going to finish touching it up tomorrow and should have a clear 'inked'/line version ready along with some better place markers and more flair.

Just uploading to have a place other than my hard drive to put it.

Thursday, January 28, 2010

Look A' Muh Dais

          So this is an isometric sketch i did a few days ago (forgive me for not cleaning it up in photoshop and getting rid of those isometric guide lines). It's basically a concept for part of the set where the FF Sonic short will take place. There's not a whole lot of detail in it just yet, but there will be - well....it's only fair to warn you that only so much is going to be done by pencil and digital drawing....it's much faster for me to do detail actually in Maya than on one medium and then in Maya.


          So here's me going over the Isometric Sketch in Sketchbook Pro (the drawing tools and aids are awesome in this btw). I'm only going to do a small section of it (only the stairs will get the most drawing done, the pillars won't cover all of the stairs drawn). I'll go in afterwards and try my hand at coloring it just to give it some characer (and practice on my end). But that's what i've got as of tonight, tomorrow i'll work on it a little bit and try to finish the new menu for my job.


          Smaller details and 'Sectional' layouts of the pillars and arches will definitely be in the mix (tho mostly just for practice). So i'm trying to keep stuff on here fresh...check back later.

Monday, January 18, 2010

A Head On Our Way...

          So since i got kind of board waiting for stuff i'd rather leave up to "professionals", i went ahead and started making some things on my own for the FF/Sonic Mash-Up. One of which is a few facial expressions that a "Hedgehog" character might have (cuz in the Sonic Universe, certain 'species' have different facial feature constuction - like eyes that are connected or eyes that are seperate from one another).






          So I took this "Shadow" (as only he would look so angry by nature) profile picture DJ drew and erased the majority of the arching 'eyebrows'.




          That gave me this picture. I took this image and went over it a couple of times, drawing in the rest of the eyes as they might appear for various expression (much like eyebrows are used.....though evidently Hedgehogs, through some evolutionary marvel, are without eyebrows and have the capacity to camoflouge their mouth when not talking). So after i thought of the most common ones, the ones i'd need to make Blend Shapes for, i put them side-by-side and got this:




          I then started to go over them with pencil to plot out my edgeloops (*wink* Alex *wink*) and how i'd need to deform the default face to get good representations of these expressions. I haven't finished doing that yet, but i'm well on my way. One of the main hurdles is that i haven't plotted edgelopps on the defaul expression.....so i don't really know how which loops would move since i don't know how many and where and what-have-you.


          But to remedy that, i started making a clay head for what Cloud would look like. I only got about an hour and a half on it (a little less after getting situated and figured out what not to do). I only got as far as his 'jaw' and the left half of his eyes (and while i threw a crude ear in the picture....that's no where near what it's going to look like, just to show where on his head it is and how it looks prior to putting in spikes/hair).

          So this is what i got so far. The eye/pupil is just for kicks...i won't need to plot edgeloops on that - so the finished model won't have any iris/pupils. With the exception of the ears and the spikes, the eye/face is probably only every going to get as far as what i've got now, since it's symetrical i only need to model have and just mirror it when i'm finished. I'll model both ears since they'll be helpful in determining where the spikes go on reference pictures.





          Since it won't really matter unless I got way further than the scope of this 'Short', i figure i might has well post it somewhere...otherwise it'll just be on paper forever.


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          So everyone pretty much knows the elements that compose a Sonic The Hedgehog game right? Robotnik/Some evil force threatens the world in some way and Sonic is seemingly the only who can stop him with his carefree attitude, disregard for personal safety, and a psychopathic desire for the consumtion of Chili Dogs. Early in the Sonic games, it was possible for the player to beat the game without need of the 7 Chaos Emeralds, but not too long ago (i think it might have been Sonic Heroes as the first game to do so) Sega started making it part of the sotryline to collect all 7 Emeralds in order to completely beat the game. If you didn't have them all, you'd get someone of a happy ending, with a little teaser at the end of it.

          And I'll be the first to admit it....Final Fantasy isn't for everyeone or even just anyone. So not too many people might be familiar with the elements that make a Final Fantasy game (although to a certain extent, they're the same as Sonic sans the Emeralds). So rather than generalize it for a Mash Up, DJ and I picked a specific scene that is basically Iconic in the FF Realm - where Sephiroth kills Aeris (and i really don't care what people say.....it's ends in S not TH!)

          So how we're combining the two is by taking the general character designs of Sonic characters and transfering Final Fantasy 7 characters to match the Sonic universe. We're really only going to focus on 3 characters; Cloud (Hedgehog), Aeris (Hedgehog....probably much like Amy), and Sephiroth (Echidna...so as to allow for long 'hair' rather than spikes). We're retelling 2 parts of the FFVII game; where Seph. kills Aeris, and the end where Cloud uses Omnislash. We're also going to encorporate a "Super Sonic" element to allow for the Omnislash (which will be similar to the upgraded version at the end of Advent Children).

          We'll encorporate the Chaos Emeralds too, although they'll basically be like Materia and have powers by themselves (more than Chaos Control too i might add).

          So below i'll go over the concepts for the Emerald/Materia breakdown as far as i took it (and i'm just using stock imagery of gems, actual materia/emeralds might have their own unique look to them - definitely color).

So here we have the Materia of Force. It allows it's user to control Fire based Magic and gives them great physical strength.




Here is the Materia of Agility. Its user can manipulate Lightning based Magic and gains unparalleled speed.




This is the Materia Longevity. User gains limitless Stamina and the power to control Earth based Magic.




This one is the Materia of Mentality. It bestows upon its user the skills of Air based Magic and great Mental Fortitude.




The Materia of Knowledge grants upon its user Water based Magic and unbelieveable Wisdom in every aspect.




This is the Materia of Being. It allows its user to conjur Spirit based Magic and provides Imortality.




This is the rarest of Materia - it might not even truely exist. It is the Materia of Unity. It allows for the manipulation of Time and all Magic and gives its user the ability to assimilate any and all other magic and Materia.

Sunday, September 20, 2009

WIP it good.

          So anoter week has gone by and i have made some improvements over my last few posts - though i'm only going to show some of them. I inked and added detail to my storyboards (mostly spacial depth stuff so you get a sense of things), inked and colored the "Front View" of my Red Mage design, inked the Back View, and made sketches for my "Set".

          Page 1: I don't know how well this is going to work out, but i'm gonna try it anyway. Recently they've been showing episodes of Teen Titans on CN and Boomerang, and i love some of the styles they use to show certain things; like when they have a duel or someone running a long distance or something, they'll have the bottome half of the screen be completely black (to illustrate the ground the they're running on and force the subject into the middle of the screen without getting so close). That's what i'm going to try and do in some of the panels/shots of this animation (Spec. Panels 1 & 6-9)




          Page 2: Not much has changed besides the gradients added in Photoshop. Same stuff as the pencil version.









          Page 3: I decided what was going to happen in Panel 7, and it can happen quite a few ways too...though essentially they are all the same. The character can throw is sword "Blade-over-Hilt" and catch it with just a vertical jump before landing/striking downward - or - the character can throw it "Sideways" and catch it with a "jump-and-a-spin" before striking sideways. I would personally like to see the sideways one because the stance/pose he'd be left in would be more dynamic......but the blade over hilt would be easier to animate overall.




          Page 4: So this is essentially what the animation is going to be, though if it looks like it'll be longer than 30 seconds i have ideas of whta actions to cut/simplify/overlap. But either way, after the semester is done, depending on how well i picked up on the 'animating' principles and process, i'm definitely planning to make a longer verson of this idea...with more action and fighting than right before Demi Moore left Bruce for Ashton.





          So the details of the overall scene are somewhat lacking in the storyboards, so i decided to make a preliminary sketch to plot out the key points before i go in to model it (though usually i can sit down with nothing in my head and after a few hours come out with something awesome).

          It might be hard to tell what way the stairs are going and what is a new level and such, but i should have some rought renders and models in a week or two, so don't fret if it's hard to read.

          It's mostly just the basic outline of everything, once i actually go into maya and start modeling, things might change to look more 'organic' or natural....so the set probably won't look like this 100%...but it'll look relatively similar.




          Side Profile of the main room of the 'set'.



          Mostly what all is in this is just basic geometry and lighting elements, trying to say that the lights should only illuminate from tapestry to tapestry....so there will be black patches every so many feet (to try and accomplish a certain effect for the first shot of my storyboard).