Posts Tagged ‘Khoruysa Brimia’

BONUS CONTENT: Database: Brimia Plans

July 1, 2010

Ahh, the last remnants of my MIT architectural schooling. Money well spent!

These are the floor plans I drew up many, many years ago, before I started the artwork on the first RUNNERS story arc. I needed to figure out the layout of the ship so that things would make sense once I got to drawing the interiors.

A few things to note: right behind the cockpit, the plans show a small nook with a console station. At the time I thought it would be a nice halfway station between the common area and the cockpit, but in reality, the distance isn’t that great that it would need a halfway point. I’ve since changed it to a small cot, which makes a bit more sense. Anyone on flight duty can take a nap there if necessary, but still be just a few steps away from the cockpit if any emergencies arise.

On the cargo level, I figured the freighter originally had three cargo bays: a big one towards the front, with two smaller ones behind it. Roka at some point converted one of them to a medical bay and additional bedroom. Unlike the bedrooms up top, this larger one is meant to accommodate two people, so that would be Cember and Bennesaud.

All of the Mosquito-related bits are modifications added by Roka, which includes the spacesuit storage, armory, Mosquito link, and the Mosquito itself. The standard version of the Movian freighter obviously doesn’t need the extra shuttle/fighter, so those parts were specifically added to the Brimia due to the hazardous nature of their work.

Bear in mind that this is a pretty old schematic, so I may be changing some things. For one, maybe each bedroom will have its own small bathroom. The single communal bathroom seems a bit odd for a ship housing so many people. But then I guess it could make for some nice scenes of Sky walking back to her room in a towel after a shower. 🙂

BONUS CONTENT: Art Tweak: Brimia Interior, Pt 1

July 8, 2010

The next few Bonus Feature posts will be a little different and focus on some art revisions I made to the Brimia scene that started on The Big Snow Job #1, Page 10. As I mentioned on that page’s commentary, for this story arc, I tweaked the details of the interior a bit to simplify things but then found the new design to be a bit too simple. So I went back and re-designed the interior again to get back to a more interesting sci-fi look.

This page shows two panels from that sequence, comparing the old versions with the revised versions. As you can see, the old ones just felt a bit too stucco-y and plain. There wasn’t a lot of geometry breaking up the large flat surfaces, and the trimwork around the doors and consoles was too thin.

BONUS CONTENT: Art Tweak: Brimia Interior, Pt 2

July 15, 2010

More examples of the art revisions I made to the Brimia scene from The Big Snow Job #1, Page 10. Like the trim everywhere else, the original skylight (or would that be “starlight?”) trim was way too thin, especially for a part of the ship that transitions from interior to outer space. As it is, it’s still a bit thin and I’ll most likely thicken it when it next shows up, but it’s definitely better. I think the grate ceiling adds a slightly industrial look, which I like infinitely better than the weird drop-ceiling of the old version.

With the lower panel, I didn’t change too much. It’s mostly the railing, which was just a tad boring. I thought the central arch shape and radiating bars would be more interesting since they would break up the background in certain angles more than that single horizontal bar would. Eagle-eyed readers may notice that I also changed the grate pattern on the ramp to have the same arch shape.

I also changed the random wall console into more of the blue storage locker shapes that run all around the room. Easier to draw!

BONUS CONTENT: Art Tweak: Brimia Interior, Pt 3

July 22, 2010

And here we have the last examples of the art revisions I made to the Brimia scene from The Big Snow Job #1, Page 10. This shows the new railing I mentioned in the last post and how it’s a bit more interesting shape-wise than the original horizontal bar.

The corridor to the cockpit is pretty much the same, but the wall on the left always felt really weird and flat. The new version is still pretty flat, but the grooves at least break up the surface in a more interesting way, and the continuation of the blue trim makes it feel much more cohesive.

Overall, I really like the blue and gray palette of the interior in the new version. I originally went with the tan color to make the common area feel warmer and homier, but it just didn’t register as very sci-fi to me. Changing it to gray makes it seem more like what it is: metal. But there’s also a good amount of the blue to add some color and still keep the room feeling homey.

BONUS CONTENT: Sketchbook: Khoruysa Brimia

July 14, 2011

Two more Bonus sketchbook pages to go!

Here we have a few concept sketches for the interior of the Khoruysa Brimia. I did a few Bonus pages a while back about the Art Tweaks I did to the ship interior. Basically, the original designs were a bit too plain and visually uninteresting. They also didn’t have much of a sci-fi feel to them. So I went back and did a second pass on the interiors, trying to come up with something better, while still being mindful of not making it overly complicated and detailed, since I knew I’d be drawing it repeatedly going forward.

One thing you’ll notice is the recurring theme of the elongated oval shape, which is basically a rectangle with rounded ends. I wanted that shape throughout the interior of the Brimia as a visual callback to the ship’s exterior, where the main part of the ship, the cargo hold, has the same shape.

BONUS CONTENT: Sketchbook: Khoruysa Brimia

July 21, 2011

And the last sketchbook page for now…

Here are a few more concept sketches for the interior of the Khoruysa Brimia, most notably the lounge sitting area of the main commons room, as well as the opposite side of the room, the door and window into the galley next to the dining table.

I also redesigned the cockpit chairs for this story arc, since the chairs in Bad Goods were a bit clunky and had too much detail to draw over and over again. As it turns out, these new cockpit chairs are also a bit too complicated, so I may end up doing another simplifying pass to make them more “drawing friendly.”

Look for them in Arc 3!