The
background art has been one of the big challenges in putting together
this video comic. The places I have imagined for the scenario don't
exist exactly as I've envisioned them, and though I can make some
exceptions, others are very specific. For instance, the scenario
involves a warehouse with a garage door on the front, a security
panel next to it, a side door on the building, and a ladder on that
same side up to the roof. Drawing this freehand would be the easiest
solution, but art takes time and is expensive—plus, artist John
Fell is currently working on a few new characters that will be in the
video comic. So, I needed to come up with a way to make the
backgrounds that I need. I'm a decent artist, but my work is not
going to measure up against someone like John, so I found a solution.
I've been taking (and finding) photographs of different locations and
then I've gone into Photoshop to alter them, adjusting them to fit
the scenarios in the video comic. For instance, that warehouse I
mentioned? I found a photo of a warehouse with the angle I needed,
but the garage was on the wrong side, there was no ladder and no
security panel, and it was in the daytime (the scene is at night.)
After some work in Photoshop, I was finally able to create the scene
I was envisioning.
As seven alien races struggle to co-exist in an uneasy alliance, the Inter-Stellar Union sends Union Guard agents on missions to preserve the crucial balance. These specialized operatives must do what regional security cannot, dealing with smugglers, pirates, terrorists, and even greater challenges in order to bring stability to a universe that needs it desperately. Without the Union Guard, the races will not be prepared to face a looming alien threat they can only hope to defeat together.
Wednesday, February 28, 2018
Tuesday, February 27, 2018
Update on Solar Echoes Video Comic (part 2)
I'm
nearly finished with preparing all the background art for the various
scenes in the video comic. The scenes, like the character art, are
static—this is, after all, a comic, not an animated movie—but I
am hoping to have a few brief moments of animation. For instance,
when the Union Guard skimcar lands, I have three different pieces of
art that I will sequence to show it land and then turn off its
lights. These will be short, but the accompanying sound effects will
also serve to make these moments a little bit like motion cut scenes.
The focus of this comic is on the characters, though, and already I
find myself listening to some of the scenes over and over, because
the character parts are so distinct and fun to listen to. I really
can't wait to add some visual personality through the character art
to bring these voices to life even more. As an example, I finished an
audio scene recently where the Reln character, Sepharu (played by
Alexander Peters), sounds incredibly smug. His attitude inspired me
to go into Photoshop and alter the Reln character art to look like he
has a smug grin on his face while talking. There won't be a lot of
animation during the comic, but character expressions will change
according to the content of their speech. This is one of the reasons
I needed the voice parts first before I could begin putting the
visuals together.
Monday, February 26, 2018
Update on Solar Echoes Video Comic (part 1)
I
have all the voice parts in now! Each of the voice actors has sent me
their lines in an audio file, and I've been working on putting
together the different scenes. One scene, scene 5 (out of 30 scenes),
was particularly long, about 3 pages of parts involving the voices of
8 of the 10 different characters, so I put that together first. Some
of the voice parts needed some digital alteration to sound like the
aliens they represent. For instance, character artist John Fell is
acting the part of the Omul, Elsor, and Omuls speak telepathically,
so I added in some reverb to simulate telepathic speech. The
plant-like Erwani was tough to figure out, but when actor Chad Haarer
sent me his voice part, I was able to alter it by copying and pasting
his voice against the original two times, and then changing the
pitches of these other two lines while altering the volume levels to
balance. He ended up sounding very alien, but his speech and
inflection is still clear and discernible. There will also be
subtitles for everyone that speaks, in the JRPG storytelling comic
style, which will help, but everything came out so well, it's easy to
understand everyone without the text!
Friday, February 23, 2018
Resistance to New Technology (part 4)
In
a science fiction novel I was writing 15 years ago, I described what
is essentially AR and MR. The main character was able to see a
digital overlay through his very eyes because of nanites (microscopic
robots) that were attached to his optic nerve, relaying information
directly to his brain. I never finished that novel, and I remember my
wife's words at the time—I should finish the book before it becomes
reality. But in reference to the concept, I was thinking this: why
would we necessarily have to wear glasses when we could have contacts
that contained microscopic bots, or even eyedrops that deposited them
onto our eyes? If you saw the opening to the Olympics and watched the
hundreds of tiny drones coordinating their movements collectively
into different shapes, then it is not a stretch to imagine tiny
nanites doing the same, aligning in front of your eye to display or
project digital images into your vision, then moving back to the
periphery of your cornea or contact lens. Some might say that people
would never adopt this, but look back through recent history at how
technology has been readily adopted despite the naysayers.
Thursday, February 22, 2018
Resistance to New Technology (part 3)
In
an age where we are used to wireless controllers, bluetooth pairing,
and wifi everywhere we go, we've raised our standards and expect more
from our technology. Will developers adjust to meet these demands?
The market says that developers will adjust to consumer standards,
not the other way around. VR headsets are seeing a large adoption
rate, despite their downsides, but even so, the popularity of the
technology is encouraging new start-up companies to try and create a
better headset. Already, wireless VR headsets are emerging on the
market, and the industry honestly looks like it's exploding in all
directions. AR, some say, might not be as successful, and this is
blamed on complaints about the smartglasses. Unwillingness to wear
them could be just a short blip in the history of technology, though,
because if developers ride out the resistance, they may see this
technology become as widespread as smartphone use. Smartglasses might
not even be the right way to go, either. Making the glasses thinner
and lighter is obviously one helpful step, but what if AR images
could be projected to your vision by other means?
Wednesday, February 21, 2018
Resistance to New Technology (part 2)
People
are not willing to wear AR smartglasses everywhere they go. It wasn't
long ago when Google Glass failed spectacularly with beta testers
that were quickly labeled “Glass-holes” by those that had to deal
with them. Technology can be intrusive, and there is often a fine
line between acceptable and convenient technology vs. obnoxious and
frustrating. Often, when a new technology emerges, it does so in a
form that is rarely as streamlined as it could be. Take the VR
headsets as an example: they are large, clunky, expensive, and most
of them require cords. Sometimes it takes a clear vision for there to
be enough adoption of technology still in its infancy. I was
skeptical about VR at first—until I tried it. Then, I suddenly
realized the immense potential of this technology, and bought a
headset right away. VR's potential is still being unlocked and there
are years of discovery yet to come, but many, like me, can see its
potential clearly and want to be there every step of the way as it
develops. I'm willing to deal with the irritating cord on my headset
and the slight discomfort that comes with wearing it for several
hours at a time. Regarding AR, perhaps it's not entirely the
discomfort of wearing smartglasses; one factor in its dwindling
adoption rate might simply be that the technology feels more like a
gimmick than something visionary with vast potential. Why all this
smartglasses stuff when I can do essentially the same things with my
smartphone?
Tuesday, February 20, 2018
Resistance to New Technology
I
was reading an article the other day about AR: “Augmented Reality.”
If you're unfamiliar with the term, it is different from VR (Virtual
Reality) because it melds the real world with digital overlays. AR is
not to be confused with Mixed Reality (MR). To explain MR, imagine
looking through the camera of your cell phone at the other side of
your room and seeing a Unicorn or an Ogre standing there, as if it's
really in your room. If you're familiar with the successful Pokemon
Go video game, then you understand MR. What is AR, then? It involves
wearable technology that provides digital information and interaction
that enables the user to more easily work and complete tasks, like a
PC desktop superimposed over your vision. Smartglasses are used to
superimpose computer-desktop icons and information and provide a
wearable, visual interface wherever you go. Yet, in the article I
read, there are concerns that the adoption rate for AR is going to
decline soon. Why?
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