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17 Nov 2011

SIP - Yggdrasil Noir Pre-Production

This week I've been working hard on the the pre-production on the newly named 'Yggdrasil Noir'.

Sketchs






Design Paintings (Colour/Noir):

Air Conditioner

Building 1

Building 2

Building 3


Door

Fire Hydrant

Hanging Banner

Sign 1

Sign 2

Palm Pad

Sky Cab

Steaming Vent/ Ventilator

Street Light
Concept Art:



I'm still trying to decide if I should create the final piece in black and white or colour.

14 Nov 2011

SIP - Introducing 'Yggdrasil Noir'

SIP - Noir influences and Design ingredients

To further understand the thematic quilaties of 'Film Noir', which will be the design language used in my digital (inspired through the eyes of one characters story).

To do this, I've reread the story in the book to understand the world better and extract the descriptions of the world.

Hyperion - The Detectives Tale:

Near Industrial District
Drizzling
Smoke - Low Level Smog
Small Bar - Ship Tavern - Dark Booth - Templar influenced
Side roads - Allyways
Palm Lock - door entrant
Strict Laws - Card Protection - sign
Big Brother 1984 inspired - Eye
Padlock
Slight decay on some buildings
Display Panals/Advertising
Ventilators
SkyCab - Flying Cars

Another place to draw from is the Ridley Scott helmed 'Blade Runner' and the accompanying making off 'Dangerous Days: Making Blade Runner'.

Blade Runner:

Dark
Industrial
Large back buildings
Prominent Shadows
Smoke
Bordering on Black and White
Selective lighting
Advertising
Building Billboards
Neon
Rain
Distant Light Source
Eyes
One Light Source
Steaming Vents
Street Lights
Hanging Deco
Street -                                   
             Classic Architecture
             Steam
             Single Light Source
             Adverts
             Signs
             Neon
Side Lighting
Slanted Camera
Limited Glass Use
Sweeping Light
Long Shadows
Renessence Style
TV Screens
Dim Street Lights
Foreground Objects
Derelict Look
Pipes
Fans/ Sattelite dishes

Dangerous Days: Making of Blade Runner:

Syd Mead - Artwork - 7:38
                    Dark Buildings
                    Light Outlines
                    Light Source Obstructed
Storyboards - 9:13
                      Neon Signs
                      Overachring pathways
Syd Mead Artwork - 25:38
                                  Ads on Buildings
                                  Coulourful Neon
                                  Black/Dark Buildings
                                  Inner Light
                                  Monolithic background building
                                  Smoke
Retro Fitted - 26:26
                      Classical Look + Pipes/Air Conditioners
Concept Art - 27:16
Concept Art - 27:52
Concept Art - 28:14
Indented Doors
Weighted Bottoms
'Night, Wet, Smoke... My armoury' - Ridley Scott

Using these established rules, my nest step is the design each part found on the street and the street itself.

11 Nov 2011

SIP - Rethinking the Project & Bladerunner

Today, Alan and I decided that we had hit a dead end. The current project wasn't progressing how either of us wanted it to, so instead of scrapping it completely at this late a stage, we decided to salvage and focus the best components. Running through the basics of the novel again and finding the design language and ingredients.

The design language is:

The Day the Earth Stood Still - 1951
Invasion of the Body Snatchers - 1956/1978
Silent Running - 1972

+

Dark/Serious/Adult Tone
Murder Mystery
Private Eye/Detective

Other influences are Syd Mead


and Ron Cobb


From that we devised a Film Noir setting through one character that was a focus in the story. It is called:

The Detectives Tale - The Long Goodbye.

The story itself follows a film noir bases and from the ingredients we took it was decided that I would combine both the tree and the city in a film noir setting.

To start, I will be looking at 'Bladerunner' and 'Dangerous Days - Making Bladerunner' for inspiration of a sci-fi infused techno world. I will also look into the designs of Syd Mead and Ron Cobb.


In the end I will create a still image (effectively turning the project into Set Design) of the film noir city in the shadow of the monolithic Yggdrasil Tree.

10 Nov 2011

SIP - Scale Image V2

A redone scale image, just to clean it up a bit and incorporate the new designs.


9 Nov 2011

SIP - Component Designs & City Plan

This is the city plan I have concocted to fit onto around the Yggdrasil Base. It falls inline with design research I have done and what I feel would look good in the final piece.


The Designed Building - 1



The Designed Building - 2



The Designed Building - 3



The Cathedral



The Tree Entrance/Elevator

The Habitat Pod


Human to Leaf Scale


The Container Pod


The Supports


8 Nov 2011

SIP - Design References

With the scale image complete, I can further understand what each part of the ship can do. With the image sperating each part of the design and silhoutte it allows me to research each look and keep it cohesive as well as delve into more detail.

City Plan:

The city that surrounds the tree runs in a similar way to Venice. The hydroponic liquid that runs at the base of the great tree spreads out from it as well as down into the pool that the tree thrives upon. This in turn allows a cleaner look for the city, which is the aim, hence avoiding an industrial staged city.



Whilst the inspiration comes from Venice, the differences will be found in the size of the streams and the land. The water will function similar to that of the Thames with larger water masses passing thorugh the city, with a hint of Venician influence with offshots coming from the larger body.


I am currently working on a 'City Plan' for the base of the ship that will show how the water and land will interact and intersect. The land/water ratio will be 80/20.

The Building Arctitecture:

I've already posted a handful of silhoettes of the buildings desired look so here I'll show the influence and how it works with the world around it.

This image helped me craft and gather ideas regarding a luxury high rise building. The Image uses water around its base which directly links to my ideas for the city.


This image lends itself very well to the style of 'Yggdrasil' with what almost look like pods on the side of the building. This also influeces the habitat pods and creates a cohesion between the parts.


The building lends itself more to the skyscrapers in the city. They look clincial and evoke the look of a building while at the same time have a futuristic edge. The 'pod' theme will again be utilised here as it is also a living quarters for the residents of the vessal.


The image was the influence for the cathedral found in the city. It looks like it consists of two seperate buildings whist joining them to create a single look.

I used these images as a refernce point because of there clear sci-fi inspiration as well as there clear/clean look.

The Alien Erg - The Erg Container:

The aliens called 'ergs' are what propels the ship forward (or any way it needs to). These are housed underneath the base of the ship away from the population. I went back and reread the text defining the creatures and have deduced that the creatures would be kitten sized. I cam to this conclusion due to one of the main characters carry one around in a container in the sequel book.

It had to be small enough to carry around, yet large enough to create the force needed to move a collosal ship. The Erg are collected in vast quantites.


Having said that, there look would be very different. They are sentient, silicone based lifeforms so they would follow more closely to parasite or insects. Due to there telepathic nature (hinted at by the author) I deduced that they would follow a more slug like apperence with a more glossy sheen. This is due to the silicone basis so it would have a more glassy look. With there telekinetic abilities and they life in caves on there home planet, I believe that the evolution of the creature would follow a similar path.


The container pods that lie underneath the base that house the Erg, are on a rotational system. Due to the large number of the creatures on board the ship and the power needed to move it and keep the force field in service, the erg will be swapped around and stored in the central column to rest. This process would repeat.

The exterior of the pod would closely resemble a nut or acorn with the top mainly being technology and the lower being where the erg live and are stimulated to produce the required energy.

A slugs habitat is normally wood based with a series of shallow networks underneath in certain parts of the world, mainly with heavy wood land.

Due to this I envision the habitat pods as a series of networks inside that allow the Erg movement but also keep them under control and extract the needed energy.


The Habitat Pod:

The habitat for the humans on the side of the tree will closely resemble that off a proposed Mars living quarters and the visual design of the 'Eden Project'.



The Tree:

The leaves found on the tree vary in size depending on there proximity to the ground. They are larger then the average leaf as is the tree that they belong to. This will be demonstrated better with the Solo Scale drawing that is incoming.


The Elevator that doubles as entrance to the interior of the tree as well as tether to the ship. The influence stems from space shuttles joining in orbit and NASAs proposed Space Elevator.


Support Structure:

The structures that support the underside of the ship and keep the pod containers in place. From a variety of movie sources I have opted for an intertwining metal look. The main influence is the space ship from the film 'Silent Running'


This kind of design is useful on a practical level as well as being compact so the metal structure doesn't overshadow the rest of the look.

These ideas and designs will be fleshed out in the next day or two to show how I want the final design of 'Yggdrasil' to fit together.

7 Nov 2011

SIP - Yggdrasil Scale Image & Remastered Silhouette

This image shows the scale of the different objects found on Yggdrasil. From the smallest creature 'The Erg' right up the container ring and the Tree itself:




This is the remastered Yggdrasil Silhouette based upon the changes I have found during the scale drawings.


Next on the agenda is to design each small part of the vessel using the scale image as a launching platform to enforce it.

3 Nov 2011

SIP - Building Arcitecture 2 - Silhouettes and Shape Extraction

Here are a variety of buildings I have created using shape extractions. I have strived to created shapes that are recognisable as buildings yet still unique enough that I can imbue some sci-fi elements that fit the feel of Yggdrasil.



These are meant to show a plethora of different locals from Staff housing through to Cathedrals and Stadiums.