Friday, February 27, 2015

Gaming Assets

John B. Marine | 8:07 PM | | Be the first to comment!
Gaming assets for #indiedev and #gamedev are essential in game creation. You can always make up assets yourself, or you can look to the Internet for assets for free or for a fee. I've always wanted to make a game a lot of times. Most of the time, though, I felt like I mostly produce incomplete stuff. So rather than try to go through the pain of making a game from start to finish, I feel I am best served to create assets so people more talented and more focused than myself can create material to make games. This blog post is my own sort of post regarding the creation of gaming assets and what I hope to accomplish in making such assets.


Gaming Assets: My Philosophy.

You may have seen my attack myself (to an extent) on not being able to make a game or any kind of mobile app. I am not exactly attacking myself or lamenting not being able to make any quality games. However, I do feel if I can't deliver in trying to make something from scratch, I can still contribute by doing well in departments I am more accustomed to. For me, I've always been fond of making art (and sometimes making music). A number of game developers have people who design individual parts of games. You may have someone who is responsible for art and music. Someone else is responsible for programming everything. Everyone can work together and collaborate to make a game. There is not really any shame if you are more adept in a certain department than some other department. I often try to be a Jack of All Trades because I feel I feel the best way to do something best is to do everything yourself. Also, I fear that if I did design my own game, it would not be as successful in concept as a lot of popular games these days. For example, endless runners, procedural worlds, certain roguelikes, parking games, Angry Birds clones, etc. just don't interest me all that much. But if I am going to make game assets for a variety of applications, I HAVE to take into consideration genres I am not really fond of.

The mindset I try to instill is that having a pack of assets for games allow developers to have tools needed to build something magical. I like to think of assets as LEGO sets. A LEGO building set allows you to create whatever it is the original pack of blocks were intended to create. You then follow the instructions to build the set that was intended to be built with the set of blocks. However, can you make ONLY that? Absolutely not! With the same set of bricks, you can make other items using most of the same blocks. Just like you are not only relegated to building whatever the main set is supposed to offer, game developers can have a number of ideas on what to do with a set of gaming assets. I don't know what games people want to create if given a set of assets. All I do know is that I can provide some items that I hope will be useful in helping people create games. While I wish I could properly create games instead of having here-and-there pieces of what would have been games of mine, I feel like I could be better served offering quality material to others rather than have to work at a slow pace of trying to create assets followed by going through the pains of programming to bring everything together.

The main idea here is that a simple set of gaming assets can go a long way in creating anything you want. Now for more information on me getting myself into the realm of game asset development and offering my assets for download/sale. Read the next section.


Gaming Assets: Why I Entered This Realm.

Why take on making game assets? I like making art, I like games, I've wanted to possibly make a game or make some kind of application for mobile devices, and I want to contribute something positive that I think people will pick up on and expand upon if at all possible. It is the least I can do to try to get myself noticed online. There have been a few people who queried me for clearance on using MagicaVoxel models I created. While I do want to offer my assets online, I am still working out a few little details before I properly introduce my content online for download/sale.


Gaming Assets: The Challenges I Face.

Little by little, I am learning the ropes mostly in offering assets to people online. A big challenge for me is that there are some resources and programs I don't have. Most of those are programs you have to pay for to fully utilize them. Some even are industry standard programs that can cost a lot of money. So I am strapped of certain resources to be at my absolute best. While I can hope to eventually make my own games and programs, the least I can do to get noticed is offer assets to developers ranging from hobbyists to larger independent (or "indie") studios. To offer as many assets as possible means catering to a variety of audiences and in trying to offer a diverse array of themes and styles as possible. If I am more catered towards making a lot of urban and modern stuff, I also have to try to make gritty and evil material in case someone may want something of that nature. If I am more catered towards realistic characters, I also have to focus on more cartoon and abstract characters. Gaming assets also involve interface options and menus. So I have to think also about providing assets in those departments to provide interface art.

I have to improve my pixel art skills as well as (eventually) learn to make vector art to compliment mobile devices and also for cleaner visual displays across various resolutions across various devices. To give you an idea on this front, one of my goals as a solo game developer is to make a game for the OUYA gaming console. OUYA is based on Android. One of the OUYA's criticisms (among MANY criticisms) is that the idea of an Android gaming console is dumb when you can play certain Android games on Android devices with solid enough gaming capabilities instead of playing games on mobile hardware that is considered outdated. But because I see great potential in the OUYA and in making games for the system, I focused my energy on making a game for Android that I can eventually re-work to make it playable for the OUYA. Even if people couldn't care less about the OUYA, it bears some importance to me because I haven't given up on any dreams to make a game, even if it's some simple "Hello World!" thing, and I want to make material reflective of my artistic and creative talent. So there are many important things to me that I want to expose and exhibit in my asset development to offer something to various developers.

I think my biggest "fear" is in creating something completely original and offering it online. Something original in the sense of "this could have been a proper game of yours, but you're releasing it online like it's something someone else could use." In other words... something distinctive and of great quality that you release online when it could have been a game you could have created. It's something I sometimes fear, but when you've failed a number of times trying to design something great, you are better off producing material that someone can use and utilize to perfection.


Gaming Assets: Some of My Interests.

I am hopeful of designing assets for applications ranging from platform-type games to racing games and MAYBE some sports. Who knows? Maybe a guy like myself want to design some assets for girly games. I just want to explore as many different avenues as possible and try to offer as many option as possible for as much appeal as possible.

• Action, Brawler, Platformer
On the 2D front, I am interested in brawler-type games like Final Fight and Streets of Rage. I have somewhat interest in classic fighting games as well, but not as strong interest as I would like. Platformer inspirations of mine include the Super Mario Bros. games and MegaMan/RockMan.

• Racing/Driving
As a fan of racing/driving games, I want to make assets for racing games. Most of what I want to do mostly involves 2D racing games and pseudo 3D (some call "2.5D") racing games. Like, I want to make assets for people making Mode 7-type racing games like Super Mario Kart, F-Zero, the GT Advance series, and more. I even want to design racing game assets for pseudo 3D racing games like the classic OutRun games, the Hang-On series, the Pole Position series, and more. Assets here would consist of things like props, vehicles, backgrounds, and more. Part of me even wants to make a vintage-style Pole Position mostly as a refresh of today's racing venues. The trouble with that aspiration is that I would have to get some approval in trying to re-create and use certain licensed tracks. In addition to 2D assets in racing games, I want to also make voxel gaming assets for racing. There are very few blocky item resources for those who want to make voxel racing games. I want to at least contribute to voxel implementation in racing games. Most importantly, I prefer doing non-licensed and original material just to avoid copyright issues and potential violation of creative identities.

• Puzzle and Maze Games
I kind of have ideas about running through a maze and also some puzzle-style games. My main puzzle inspirations are Tetris and Yoshi's Cookie. I have ideas for a maze style game that I often dream about being played. But really, I can't think of too many puzzle games that I think can be made into unique games to whomever ends up using my gaming assets.

• Girly Games?
Would a GUY actually make assets for GIRL games? I mean no disrespect if there are any guys out there who make game assets for girl games, but it is a rather unusual avenue to take. I do follow fashion. I do have a game concept mostly of an all-female cast. So I am fairly comfortable in perhaps doing game assets for girl games. The ones I kind of have the most interest in would mostly be adventure type games like "Fashion Icon," "High School Story, and stuff like that. I may even have interest in games where you play with pets and take care of them.


So now you know about gaming assets and my own aspirations in this department. I feel once I start making and designing assets to be released online, I will garner attention from many people. I can hopefully make something to please as many audiences as possible as long as I am able to create quality assets for others. I will possibly share my own gaming assets here in my blog before (if I do) offer them online for download and/or sale. I will definitely keep all of you in the know.





This concludes another blog post on "John's Creative Space." Feel free to contact me if you have any ideas or questions/comments about my work or anything you see here in my posts. I hope you were able to get some insight from me. Have yourself a great day/night and thank you for reading! Take care and be well.

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My First Pixel Art

John B. Marine | 5:05 PM | | Be the first to comment!
My first #pixelart of any kind is a gaming asset I created. It was all created using simple colors from the freeware Paint.NET program. I created a simple billboard that could be used in a pseudo 3D racing game the likes of Pole Position or OutRun. I decided to utilize my art talent to try to create game assets that I hope will be picked up by developers or for those looking for ideas to build a game around. I'll talk more about my gaming asset aspirations in a future post. But for now, here is the image I created:

pixel art game asset
^ This is a roadside billboard I created. It was made only as a sample of pixel art. The larger image was zoomed in by 400% so you can see the details better.

Other people are much more talented at pixel art. I simply created this just to put myself on the map of those who have created any kind of pixel art. The creation of this image was made possible by using the Pole Position games as a baseline. I needed to find some kind of image to use to envision something of a proper width and height. A challenge to this is that it can be tough to build any kind of game asset unless you almost basically create your own game or your own game engine. One of my aspirations is to make an Android app (and maybe a game), but I decided I'd stick to designing assets. I feel with more experience and by practicing more, I can design more interesting and more detailed works, including gaming assets.

Regardless, I hope you enjoy my small sample of pixel art.


About the Label: "Game Assets"

Any blog post under the "Game Assets" label are items I created that could be used in the creation of games. These assets can range from single items to various items in one. The main goal is to offer items that developers can use as ideas for games or to build games entirely.





I mentioned gaming assets a lot in this post. Rest assured, I will talk more in depth about my gaming asset aspirations in a later post here on "John's Creative Space." I am thinking in the future to make a site completely to serve as my portfolio of my various creative works. For now, "John's Creative Space" IS my portfolio. Thank you for visiting my blog here. Thank you for reading! Take care and be well.

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Sunday, February 8, 2015

Request Address

John B. Marine | 9:13 PM | Be the first to comment!
Recent requests about my voxel art and in others requesting clearance for my models to be used has led me to create this blog post. I want to address a few issues in regards to my creative work being used and for requests thereof. It brings me great pleasure that there are those interested in my work. As much as I have used this blog to offer my creative work mostly for fun, I realize there may be some people who may be interested in some of my creative work to where they may want to use my work in projects. Either that, or I create some material that I hope may be used in games or other sorts of media projects. Either way, I am willing to address these concerns with this blog post here on "John's Creative Space." This post concerns future plans of mine, including possibly entering the freelance realm for assets I've created to be used in various applications.

BEFORE I BEGIN...

If you have ANY suggestions for me in regards to what I am about to discuss and the different nuances you are about to read, PLEASE contact me via E-Mail or through some other medium so I can be more confident in the subject matter involved.





First of all, I want to thank everyone who have seen my voxel artwork and decided to want to ask if I do any extra work or if my work can be used in other projects. I have to say that I am glad my work has been to the liking of others. I needed something to get my creative work across. I needed something to get "John's Creative Space" across. Ultimately, my work has led me to being recognized for my voxel art mostly on Twitter. I've done everything on a hobbyist level while also having a degree of professionalism and responsibility. A majority of the work I do is done to the best of my ability. Often times, the perfectionist in me wants to try to make something just a bit better before releasing it online; and sometimes, already-released work I want to get rid of just to... you guessed it- improve on it some more before releasing again. In addition to my voxel art, I want to try to also delve into pixel art and vector art. The goals there are to offer game assets that I hope will one day find themselves into games and media projects. Some work of mine will be purely exclusive, but I do feel I can offer assets people can use and utilize in a number of applications.

I do want to say that I will surely offer my work to others to be used. However, I would also like to financially profit from my work. I surely want both myself and people involved to both be happy. What I may decide to do is offer my assets online for a price. I certainly want to make prices reasonable and affordable. I will consider several different avenues to allow for my work to be featured as well as offer items for sale. Since voxel art is one of those avenues, I am considering TurboSquid to offer my 3D assets for sale. On the front of being hired or doing any contract work for game developers or others, it is honestly something I have never engaged in. Life in itself is a learning experience. I am sure anything I get engaged with will be something new for me. "John's Creative Space" IS my portfolio, though I may seek a more proper portfolio for my work in the future. I may need to have more experience to really consider myself a true freelancer in a number of departments.

Should I get seriously involved in something along the lines of contract work or being available for hire, you are going to need to be very patient with me, as I've never done any of this before. I am not educated in offering my creative work for a price or in calculating hours of work, estimating hours it takes to complete my work, calculating expenses, offering reasonable rates for my work, legal considerations, or anything like that. I have no traditional 9-to-5 job outside of the usual work I do in publishing content online. I don't even work on a certain budget because I am often times very cheap in doing my work. Despite being cheap, I try to make the most of what resources I do have. I honestly have never worked for anyone before. So I am not as experienced at trying to complete certain projects within a certain timeframe or trying to completely satisfy a client with my work. All of these things make for a brand new experience that I will likely learn to adjust to new challenges put in front of me.

With all of this said... thanks to all of you for your cooperation. If you have any suggestions for me to maybe not feel as crazy or skittish about trying to be someone to offer for hire for media projects or games, please be sure to comment on this post or send me a message or E-Mail online. I am more of a blogger by trade more than I am even remotely close to any freelancer in any field of media (art, music, etc.). I do, however, enjoy and take on the challenge of offering other material outside of my blogging.





In the future, I will be sure to share material with all of you to where you can check out my various assets. I will try to offer material that I am sure people will want to use and utilize. Links will be provided here in my blog and elsewhere. I want to thank everyone again for your interest in my work. If you have any questions or comments, contact me online with the different links and resources I've provided. Thank you for reading! Take care and be well.

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Sunday, January 11, 2015

My Voxel Vehicle Showcase

John B. Marine | 8:22 PM | | | | Be the first to comment!
(UPDATED: October 10, 2019)

I used MagicaVoxel to make more cars than what I shown in a previous post. What I want to do for this blog post is share more of my vehicle creations with you all. This collection features a number of cars I created and want to share. Descriptions for each of the cars I've created lately will be provided in this blog post for your enjoyment. I hope you enjoy this blog post and my different creations.

Since this is my first released post for 2015 for "John's Creative Space," happy new year!


LATEST UPDATE(S)/REVISION(S)

OCT 10 2019 - added a new section, updated look of post






Voxel Vehicle Showcase


Before I continue, let me share with you a look at various voxel vehicles I created so far:

voxel cars trucks motorcycles
^ This picture represents many different vehicles I created, including some you may have already seen before.


This time, rather than some rather detailed look at each car, I figured I just share a picture and offer a brief description. I hope you enjoy this post of mine.


Family Sedan.

voxel car family sedan
This is an American sedan I created. Power comes from either a 260hp normally-aspirated Inline-6 or a 350hp normally-aspirated V8 in top-level trim. A 5-speed automatic or a 6-speed manual are offered for this car. It is a fron-wheel drive car, but rear-wheel drive is also offered.


Supercar.

voxel car supercar
While not the best design, I challenged myself to come up with something exotic and interesting. So what I did was create this supercar. I have no real story or specifications on this car except... it is fast, and it is long. A turbo V10 engine with about 550 horsepower is the heart of this supercar. Top speed is about 195 mph.


Classic American Convertible.

voxel car classic American convertible
I was inspired by seeing classic car auctions on TV to come up with a car like this. This is the first convertible car I've ever created with MagicaVoxel. The top is clearly down on this car. I think it is tougher to design more classic vehicles. I did my best regardless. A V8 engine powers this car with about 390 horsepower fed through a 4-speed automatic or a 4-speed manual.


European Hatchback.

voxel car European hatchback
The intent of this vehicle was in making a car that's boring. Nothing is "sexy" at all about this car. This car is more like someone's first car that just simply gets him/her around town and various other points. This front-wheel drive hatchback has a good 175 horsepower through a turbo inline 4 engine. It also comes in a turbo Inline-6 with 225 horsepower. Again- nothing special about this car to make it seriously appealing to most people.


Vintage European GT Sports Car.

voxel car vintage GT sports car
I consider this my most complex model I've created because there were a number of cues that are much different from the more modern machines I created. Among others is the headlight design. I tried to offer the illusion of lights tucked away and hiding behind glass. It is not easy to try to come up with such a design, so I let the lights show as they do. The Jaguar XKE and the Datsun 240Z were inspirations to me in making this machine. This was the first right-hand drive car I created. So if I were to create scenes with this car, you would see the driver on the right hand side drive this car.


Mid-Engined Hatchback.

voxel car mid-engine hatchback
If you know your cars, you probably know what this car's inspiration is. Think of a mid-engined hatchback with rear-wheel drive. If you aren't as keen on cars, then let me introduce you to this car's primary inspiration- the Renault Clio V6. A standard Clio was taken from its usual front-engine, front-wheel drive layout and given a more powerful engine mounted midship and given rear-wheel drive. It is one of the most unique vehicles ever created. I tried to create my own interpretation of this car with this model. A turbo V6 with 240 horsepower is the heart of my model. A 5-speed automatic or 5-speed manual drives this car.


Luxury Supercar.

voxel car luxury supercar
I actually had Aston Martin in mind in trying to design this car. It is a supercar that weighs about 3,800 lbs. and powered by a 480hp naturally-aspirated V12. There is also a supercharged V12 for this car that makes about 565hp. I didn't know exactly how to convey the Aston Martin look and feel in its design. So I modeled this car with certain cues I know of best. I had the Aston Martin DB9 in mind. However, this car's design also sort of takes on a character of another insane British sports car- the TVR Cerbera Speed 12. Only this machine is MUCH more docile than the Cerbera Speed 12.


Sporty British Roadster.

voxel car British sports roadster
Here is another car with some obvious style cues as to what this car resembles. This is how most Caterhams look. Go back even further and you may remember the Lotus Super 7. Either way, this machine is based on the more-than-capable roadster. It is a fast and agile sports car with exceptionally light weight. It accelerates and handles well, but don't expect it to win drag races or go fast around high-speed courses.


1990s Japanese Sports Car.

voxel car 1990s Japanese sports car
This car is my interpretation of a generic Japanese sports car from the 1990s. I mostly had the Nissan 240SX or the Nissan 300ZX in mind. The tail lights are more from the late 1990s Subaru Impreza. Maybe I felt like wanting to make this car a JDM (Japanese Direct Market) machine, so my model is right-hand drive. It is a car powered by an turbo Inline-6 pumping around 240hp or even 276hp.


Electric City Car.

voxel car microcar electric city car
I actually wanted to create a microcar that was environmentally friendly when I eventually made that neon green subcompact. This car is a more proper electric city car. This car leisurely takes its time getting up to 60 mph. It is a front-engined, front-wheel drive microcar with a top speed of about 105 mph.


These cars I created were created through MagicaVoxel. Each one is different in terms of me trying different design elements. There are still many limitations in designing voxel model cars. Despite these limitations, I am doing my best to try to design these cars for fun. One of my hopes is to try to use these models for media projects or possible game projects I have in mind. You may see these models (and more) in the future. I hope you enjoy my work regardless.




A Special Announcement!


(section addedL October 10, 2019)

After years of not knowing what I want to do, I finally decided to rework my voxel vehicle models to where I now offer them for sale! Since joining Envato, you can buy my voxel vehicles through Envato's 3DOcean. It is part of a package called "Basic Voxel Vehicle Pack." It includes 19 of the 20 regular model voxel vehicles I have created. Use them for your media projects or your game projects. If you want to make commercial work with my voxel vehicles, buy an Extended License on 3DOcean.

To get started and to see my voxel vehicles, click on the image or link below:

basic voxel vehicle pack
^ Click on the image or click on the following link to buy my voxel vehicle pack: Basic Voxel Vehicle Pack (Envato, 3DOcean)!

I would like to thank everyone who found my voxel vehicle work interesting and entertaining.





Before I close this blog post, I just want to make note of something. Ever since I started sharing my voxel artwork online, I've become fairly connected to various other voxel artists and game developers. I want to say hello to any pixel artists and game developers who may be reading my blog posts and seeing my work. Thanks to you all for supporting and enjoying my work. I know I talk a lot about MagicaVoxel, but I also am fond of any supportive of Qubicle Constructor. After all, I began making voxel art with Qubicle Constructor before I started really dabbling with MagicaVoxel. I am also using another free program called VoxelShop primarily to convert my MagicaVoxel models to COLLADA to use as I am trying to learn Unity3D. I'm all over the map, basically!

I have many more models I've created that I may share in the future. That even includes some models I am making exclusively for game projects. Will those projects ever come to fruition? Maybe... or maybe not. It all depends on if I am able to be convinced enough to make something good enough to be featured. Until then, all I am doing is sharing my work with the world, and I hope you're enjoying my work. Thank you for reading! Take care and be well.

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Saturday, January 10, 2015

Top Fuel Drag Race

John B. Marine | 12:53 AM | | | Be the first to comment!
(UPDATED: September 17, 2015)

I made a voxel drag racing scene once. The scene I created in MagicaVoxel is what I'd like to share in showcasing more of my voxel artwork. I will present this scene to you all to showcase my art as well as offer a little story to it. My hope is that you are enjoying the work I've created and showcased in my blog. If you enjoy my work, thank you. I appreciate your support. Anyhow, let's get cracking!





--- Voxel Scene: Top Fuel Drag Race ---

Here is the scene in question:

voxel drag race
^ 0-300 mph in five seconds! Top fuel drag racers make this happen.

I created this scene as a mock-up of a drag race. While it looks like I created two cars, I actually used one model and colorized the other one in a different way. The base model is the red top fuel dragster. The base model also does not have flames shooting out of the engine- I added those effects specifically for this render.

If you are not educated about racing, let me briefly describe what you are seeing. The cars you are seeing in my render are top fuel drag race cars. These speed demons often take very little time to blast down a quarter mile drag strip. The highest end top fuel dragsters can reach speeds well over 300 miles per hour. A top fuel dragster can clear the quarter mile in five seconds or (sometimes) less at speeds of about 320 mph or greater. Unlike a lot of other race cars, these are purpose-built race cars specifically meant to travel down a quarter mile drag strip. There is a steering wheel inside these cars to help keep the cars stay straight down the drag strip. To help slow these cars down after a pass down the drag strip, parachutes deploy to further help slow down the cars after a long pass.

Now that you know about these cars, I hope you appreciate and like this voxel scene I created!





Thanks again for visiting "John's Creative Space!" I hope you enjoyed your time here. Please be sure to Subscribe and Follow if you want to see more of my work and be in the know for when my latest posts are released. If you enjoy my work, please be sure to help support my work rather than spam the crap out of my posts or ludicrously view my post(s) just to spam up views. Thank you for reading! Take care and be well.

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Friday, January 9, 2015

Oni's Body Shop

John B. Marine | 11:38 PM | | | | Be the first to comment!
This MagicaVoxel scene I created is one of the first buildings I've created. I will share you this voxel scene and what it's about with this blog post. The building represents Oni's Body Shop- a business designed to repair or customize vehicles. The body shop is named after its owner. You'll get to know more about this scene as this blog post continues. Welcome to "John's Creative Space!" And also, happy new year- since this is my first post of 2015 on JCS!

About the Label: "Scenes"

All of the scenes I've created in artwork are featured under my "Scenes" label. I will share various scenes and offer stories to them to make each scene interesting.





--- Oni's Body Shop ---

Here is a look at the scene I created in MagicaVoxel. By the way, do you notice something a bit unusual about this image? Take a look:

Oni's Body Shop
^ Oni's Body Shop.

The reason why it looks so nice is because this is the first-ever picture I've taken using the MagicaVoxel Render program. There is also another difference with this picture- there are two new cars I haven't featured in my blog or on Twitter. You have the light blue old car in the garage, and then you have the blue roadster with the yellow stripe down the middle. Don't worry- I'll showcase all of my latest voxel models in the future.

Let me go back to the scene for a moment. I call this as "Oni's Body Shop," named for Onesimo Oliveira, the owner of this body shop. Onesimo is nicknamed "Oni." His body shop does more than just repair cars- people even come into Oni's Body Shop to have their automobiles customized with aftermarket parts and other cosmetic and performance features. People can wait in the main store area as their cars get customized or repaired. In a commercial, here is Onesimo promoting his body shop:

"Hi. My name is Onesimo Oliveira, better known as Oni. Are you tired of your jalopy? Do you want your ride to shine? If so, me and my mechanics can help get your baby back on the road. Or do you want to upgrade your vehicle's performance? I can help with that, too. To keep your car alive, you got to make that drive! Only Oni!"

-Onesimo ("Oni") Oliveira


Constructing the Scene.

Designing this scene required me to make a massive enough garage. I designed two so that it doesn't seem like the body shop only services so many cars. I took a number of car models I created to help in the process of designing Oni's Body Shop. I used some of Mike Judge's garage models for reference on how high and how wide to make the garage openings. I needed to make the garage deep enough to handle some of my longer car models. The two garages allow for only so much business. The interior of the main garages had the walls colored. I then decided on how I wanted to do the building, because I didn't want it to look completely generic. I went ahead and put on "Oni's Body Shop" in a nice way.

I kind of wasn't sure what vehicles I wanted to feature. The cars I created are all fictional cars with cues taken from real-world cars. In the garage are an old blue hatchback and a dark gray luxury SUV. To give the impression of realism with a car driving by, I included a British roadster inspired by what you'd see from Caterham. Adding to the realism is a visible driver driving the British roadster. I try to model all of my vehicles so that they can be used by characters for realism. I want to be able to drop in one of my characters to provide a realistic experience.

I wanted to use the MagicaVoxel Render program to make this special image. While it worked wonders for my external scene, the inside of the garage appears dark since there are no lighting options. The exterior still looks great with the render and the sun effects. The default size for wallpaper in MagicaVoxel Render is 1600 x 1600. I reduced it to 800 x 800 for a shorter picture. I could have halved the samples from 1024 to 512, but I kept the samples at 1024 in my wallpaper render of Oni's Body Shop. I adjusted the sun scale for full brightness.

And there is your look at this scene I created.





I hope you enjoyed my art work. I actually created this scene back on December 16, 2014; and it is just now I decided to make a blog post about it. Thanks to all of you for supporting my work and having some sort of interest in my material. I will be sure to post more material to keep this blog rolling along. Thank you for reading! Take care and be well.

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Tuesday, December 9, 2014

My Voxel Vehicles

John B. Marine | 7:37 PM | | | | Be the first to comment!
Back at it with MagciaVoxel. This time, I want to share to share some more voxel assets I've created. It was a great accomplishment when I made my first car in MagicaVoxel. I later practiced making more automobiles. I actually took two of my models to make two different automobiles. Just recently, I created my first-ever motorcycle. What you are about to see are some of my vehicle assets. I hope you enjoy this blog post here on "John's Creative Space!"


About the Label: "Vehicles"

Blog posts under this label feature various vehicles I've created as part of my collection of artwork. These vehicles can include cars, trucks, motorcycles, watercraft, aircraft, and more.





--- My Vehicle Assets: Story ---

Let me bring you up to speed in my creation of automobiles using MagicaVoxel. That is what I intend to do with this section.

On Facebook and Twitter on November 21, 2014; I shared this picture:

voxel formula race car
^ I designed this voxel formula race car from scratch.

As a car lover, it was great I finally was able to create a car in MagicaVoxel. I didn't exactly design it to any proper specifications, but I did base my designs on a number of different formula racing machines. I was very pleased making this first car because I felt I was finally able to make something as complex as a car in something like MagicaVoxel.

I know I've made habits lately of continually talking about MagicaVoxel. However, I made some cars before in Qubicle Constructor before my MagicaVoxel work. Some of the cars I created in Qubicle were rather large. I didn't make too many in Qubicle. I was still pretty pleased making that formula race car in MagicaVoxel.


Influence From Another Designer.

I didn't feel too comfortable trying to adjust all of my models to my regular scale models. So I ended up wanting to design smaller-scale items. The models I wanted to create will almost exclusively compliment my mini models. This was a point where I began mostly making smaller-scale material. I would meet one of those driving forces (so to speak) from one MagicaVoxel user who basically got me attracted to wanting to make small scale assets for my media work.

This person I came across Twitter was a fellow named Mike Judge. No- not the Mike Judge of "Beavis and Butthead" fame, but the Mike Judge who is a Seattle-based software engineer. He creates a bunch of renders with MagicaVoxel as part of his "Mini Mike's Metro Minis" package. This consists of various scenes and renders primarily meant for use in creating scenes in cities and such. If you'd like to learn more about his Mini Mike's Metro Minis collection, please visit Mike Judge's MMMM (Mini Mike's Metro Minis) GitHub page.

There were moments when I took Mike's vehicles and studied them. I thought about perspective, design, and getting a feel for making realistic material for my mini-scale characters to use. I actually even studied Mike's mini models to make my own mini characters. The combination of the Mini Mike's Metro Minis assets as well as the vehicles got me to think- "how do I make vehicles to compliment my mini characters?"

The first thing I did was take one of Mike's vehicle models and study its design. Rather than take it and edit it to make my own model, I instead used it as a base for building my own car. So I basically took a huge amount of space and put in one of Mike's vehicles while also making a completely new car from scratch. I ended up creating a luxury SUV (which you will see later in this post) with give-or-take the same dimensions as the vehicle I used to base my designs on. Because this was a mini-scale item, it meant I had to work with fewer details. My main challenge was to make as much detail as possible using such confined space. I even tried a few tricks to try to get as much detail as possible to make my vehicles not only believable, but also useful for possible media projects.

So what was the end result? Five cars I designed. Read the next section to get to know the five cars I created.



--- My Vehicle Assets: Five Voxel Cars of Mine ---

I created a luxury SUV for practice. Then, I made four other cars to expand my range of machines and even practice different designs. Check this out:

MagicaVoxel voxel cars
^ These are the five cars I've created since making my first car.

I felt so pleased making cars with MagicaVoxel. Even more so considering I can use these in possible media projects and renders. I chose to design items with realism. As a detail touch, I decided to make the side windows open so the driver and passenger(s) can be visible. Even after making these automobiles, I edited them little-by-little to make them even more appealing while also practicing my car-making skills. After designing these cars, I used some of Mike Judge's scenes to place my cars into for comparison with the other models in the area. I felt like I made some gorgeous machines that mini-scale voxel models can interact with and see. A missing detail from my cars is the gas cap. I decided to make everything one color for easy editing.


My Vehicle Models.

Let me introduce you to the cars I created. The machines will be featured from left to right based on the image I shown you of the five automobiles. They are noted by what they are. Here is my chance to show I am an amateur car salesman. :)

• Green Luxury SUV
The green SUV on the far left in my picture is an American luxury SUV. This machine was the first car besides my formula racing car that I created. It was created from scratch by taking cues from one of Mike Judge's vehicle models. Initially, it was a pastel blue SUV. I since changed it to a dark green SUV.

It is an SUV powered by a turbo V6 making about 280 horsepower. Visual cues were sort of taken from Land Rover and the Cadillac SRX. The interior has wood grain. It has only two rows of seating. The second row could be folded over for more storage space. A bit more space can be had by folding down both the second row and the front-row passenger seat. This SUV has four-wheel drive, but rear-wheel drive is also offered.


• Red Mid-Engine Sports Car
This is a peppy Italian sports car. I tried to design something smaller than my luxury SUV. What I ended up doing is create a machine that isn't as long. I wanted to give this car a unique touch design-wise. So what I did was create a scoop that would feed air into the mid-mounted engine. I got this idea from a car from "Ridge Racer Type 4." I gave this car side-scoops to feed the engine more air.

It looks more powerful than it really is. This is a mid-engined sports car that packs about 240 horsepower. This car is mainly a bargain sports car with tremendous performance. It would give the owner a quality sports car. Its exotic image will make any owner of this car feel like he/she spent lots of money to own a fabulous sports car.

• Pale Blue Pickup Truck
Believe it or not, this American truck was created using my red sports car! I thought about something my mom said when I shown her my voxel model cars. She questioned if I made a car or a truck. I then thought about its design and used the red sports car as a base to make this truck. It was actually the same length as the red sports car at first. But later, I decided to stretch out its length and make it a bit higher off the ground. The biggest influence in the design of this truck are the RAM Trucks. What was confusing to me was whether to make this a light duty truck or make it a full-size truck. I didn't want to make this a quad cab truck or anything.

This pickup truck makes about 300 horsepower, and it is primarily meant to be a road performance truck. It is possible, though, to make this a proper off-road truck. Four-wheel drive is standard for this pickup truck. The truck comes with gray seats with red details.


• Neon Green Subcompact
This is a Japanese subcompact car. I used the red sports car to create something more compact than that sports car. The car I created eventually used to be a light purple color. I actually wanted this to be an electric subcompact. I eventually just made this a simple subcompact with some flashy character. I tried to find a good neon color for it using MagicaVoxel's default palette.

This is a front-wheel drive subcompact that makes about 170 horsepower. Impressive fuel economy and nimble handling are its strongest points. This is a compact coupe with no second row to speak of. The passenger seat can be folded down for some extra space.

NOTE: The rear view of the subcompact actually is supposed to have the rear muffler on the RIGHT side.


• Dark Gray/Grey Luxury SUV
As its foreign contender to the American SUV market, this luxury SUV is the flagship SUV of a heralded British company. I took my American luxury SUV and simply... well, made it bigger. I wanted to make this British SUV as much a flagship machine as possible. I tried to make this SUV to be different from the other SUV despite the fact this machine is based on that green SUV. There is much more chrome to this SUV than with the green SUV. Even the side mirrors are chrome compared to the plastic side mirrors of the green SUV. I had even intended to make this a three-row SUV, but ultimately decided to keep it a two-row SUV. The biggest inspiration for this SUV is the Infiniti QX56, which is nowadays the Infiniti QX80. While I don't have proper names for each of the vehicles, this is the only one that I've named so far. I call it the "Amistad."

Seen more as a status symbol rather than a quality automobile, this is a British SUV that delivers elegance and status unlike any other automobile. People have praised it for providing so much elegance. Many others, however, simply call this an SUV that is just big and impractical. It is an SUV powered by either a normally-aspirated V8 with 355 horsepower or a supercharged V8 making 470 horsepower. Only four-wheel drive is offered, and it is not meant to be any kind of off-roader. It is strictly a road-going machine.


Are More in the Works?

Absolutely! I am trying to create as many different voxel cars as possible.


Uses for Voxel Cars.

I may simply use them for scenes and media projects. Part of me wants to develop a game featuring these cars. That was actually one plan of mine in making these cars.


Now you have an idea on the cars I created.



--- My Vehicle Assets: My First Motorcycle ---

I always wanted to make motorcycles in addition to my cars. The trouble I had was that I didn't know how to design a motorcycle. I wanted to make a model to suit my mini models but didn't know how exactly to make a realistic one. Remember I talked about Mini Mike's Metro Minis? Well, none of the vehicles he created was a motorcycle. So I was on my own to make my own motorcycle. I did a lot of practice by taking certain visual cues from Google Images results of sport bikes. Once I confidently could design a motorcycle, I designed one along with giving my mini-scale character a unique riding stance. The end result was this:

MagicaVoxel voxel motorcycle sport bike
^ My first motorcycle made with MagicaVoxel.

I actually like sport bikes and sporty bikes more than I do scooters or cruisers. I tried to infuse as many different cues as possible to make my bike unique. I looked to the beautiful Ducati Desmosedici RR for inspiration for the headlights. I added some turn signals to the front. The yellow front suspension was added. I made this a bike with two swingarms. A lot of motorcycles have two swingarms, but some machines- such as the MV Augusta F4- have only one swingarm. This bike has two rear mufflers. One other thing I considered in designing my first motorcycle was the possibility of making this bike realistic in the ability to have a two-up riding style. For those not as educated on motorcycles, two-up is basically one rider taking the controls while another rider latches onto the main rider, thus making it possible to have two people riding one bike. I even lengthened the bike a little bit to make the two-up look realistic.

After I made this first motorcycle, I edited it and made a racing version of the bike. I may share that in a future post here on "John's Creative Space." Basically, I removed the side mirrors, the lights, replaced the tail light with a muffler design, and got rid of the main mufflers to the bike. And instead of a dark red, I painted it blue.


Testing the New Machines.

I later took my motorcycle designs and put them into Mike Judge's scenes to see how they would fit into a mini-scale scene. I took a scene for my regular-scale characters and tried to scatter the space with my motorcycle model. I was so pleased looking at it because I tried to make a scene where multiple bikes raced against each other. I tried fitting about sixteen of them in a racing setting, and it looked so cool!



--- Special Thanks... ---

I want to give special thanks to Mike Judge for inspiring me not only get into making mini-scale items, but also for being the real force behind me making the voxel vehicles presented in this blog post. If Mike Judge himself is reading this, thank you very much.

To learn more about Mike Judge and his work, visit:
mikelovesrobots
Mike Judge's MMMM (Mini Mike's Metro Minis) GitHub page


That concludes this blog post.





What do you think about my designs? You're free to comment. Thank you for reading!

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Friday, November 28, 2014

Top Diva 3: Sydney's Sweetheart

John B. Marine | 8:52 PM | | | Be the first to comment!
Tournament three of "Top Diva" is highlighted here. The past two tournaments have offered their own insanity as young women from around the world battled to become Grand Champion. This third tournament promises to be deep and intense. A deeper and diverse field was assembled as the prospect of becoming Grand Champion is a goal each of the finalists of Top Diva's 3rd Tournament want to accomplish.

This blog post is a look at the third tournament of my "Top Diva" series.





--- Introducing "Top Diva" ---

In case you don't know about this series, let me share with you the story behind Top Diva before moving onto me introducing you to the 2nd Tournament.

"Top Diva" was a fighting game concept I had inspired mostly by all-female fighting game series such as Asuka 120% and the Variable Geo series. It is a fighting tournament more in the sense of the Street Fighter games more than the ever-popular mixed-martial arts fighting of today. "Top Diva" and its storyline branches out in many different ways.

The concept was to be a set of characters as well as stages made with the very popular PC fighting game engine M.U.G.E.N.. I only went as far as to mostly create some here-and-there bitmaps of certain characters as well as plan out palette combinations. No characters or stages from Top Diva were ever successfully created.

Here are more details about my concept...


Inspirations.

The fighting inspirations come from various all-female fighting games as well as the Street Fighter series. When I came up with this idea, I wasn't thinking of supernatural powers or anything. I instead wanted this to be more straight up punches and kicks. So you could also say that the Virtua Fighter series is an inspiration. The characters themselves aren't based on any real people. Some of the characters wear certain fashions that I just wanted to showcase the diverse array of characters. The concept of an all-female fighting realm is nothing new if you are aware of game series such as the "Asuka 120%" series and the "Variable Geo" series among others.

To add personality and provide something different, I tried to mix up the different personalities. Some people mostly only focused on making the women as seductive as possible or only focus on what many people would consider attractive women. What I did was try to spread around different personalities. Besides slim and slender women, some of the characters may be curvy women or even petites. Some of the women are total girly-girls in looks and personality, and some others are tomboyish in appearance and personality. You can think of it as stirring the pot and offering loads of diversity.

Considering I am a male who came up with a concept of an all-female story, one would probably think I'd appeal to just about every heterosexual male's fantasies about women. However, I mixed things up. The various personalities represent a broad variety of people instead of only focusing on sexy women or what most people would consider attractive.

As of this initial blog post, I did not have a logo in mind. I may feature it in a future edit.


The General Storyline of "Top Diva."

The tournament known as "Top Diva" basically seeks for some of the strongest women in the world. The age threshold was for females to be between the ages of 18 and 30. Tournaments held showcased women from around the world wanting to have a chance at becoming the Grand Champion. Women who competed in this tournament competed hard. Many didn't make the final cut but still enjoyed their experience to the fullest. Some others, however, felt jealous of the finalists and formed certain factions and gangs to attack the eventual finalists of each Top Diva tournament. Everyone who competed in the tournament risked and sacrificed many things to realize the goal of becoming champion of the tournament- including their health, their jobs, their friends and family, and even their relationships and motherhood.

Because this was mostly a game concept, there is no real "winner" of any of the tournaments. It was mostly designed for the player to determine who was the best by picking someone and beating the others in the tournament.

Especially for the first tournament, I had thought of certain boss characters that aided in trying to sabotage the tournaments.


Time now to get into the main stories.



--- Top Diva 3: Sydney's Sweetheart ---

Get to know the Third Tournament finalists:

Top Diva 3
^ The 12 finalists of Top Diva's Third Tournament are all featured here. Unlike the previous two stories, there is no real primary antagonist to this tournament. NOTE: This image may or may not represent any sort of final product based on these characters.

Voxel models made using MagicaVoxel. My latest posts featuring MagicaVoxel content: "MagicaVoxel" posts on John's Creative Space.



Top Diva 3: Sydney's Sweetheart.

A third Top Diva tournament was established. The field used to be 10. There are now 12 finalists. As the name of this tournament implies, the winner of this tournament gains "unworldly fame" by winning her own mansion in Sydney, New South Wales, Australia; and she also acquires many items to make her famous in the fabulous city of Sydney. Every championship round is played out in the fictional Diva City.


Top Diva 3: Characters.

After all the qualifying, these 12 became finalists of the third Top Diva tournament:

• Paradise Chavez - recent High School graduate from Laguna Beach, CA, USA.
• Xiomara Luna - a ballerina and ballet instructor from San Luis Potosi, Mexico.
• Charmaine Wilson - a college student and bakery owner from St. Louis, MO, USA.
• Sayuri Hitomiyo - a geisha from Osaka, Japan.
• Denise Weatherby - the first-ever lesbian Top Diva finalist. Born and raised in Brisbane, Queensland, Australia.
• Carlotta Castiglione - former party girl and former wild teen from Milan, Italy.
• Annabelle Chavez - recording artist and model from El Paso, TX, USA.
• Kenosha Parker - a college student from Chicago, IL, USA.
• Trisha Taylor - a lounge music recording artist from Trenton, NJ, USA.
• Natalia Müller - an aspiring trance music producer and DJ from Cologne, Germany.
• Daine Eboka - a Tae Kwon Do champion from Nairobi, Kenya.
• Christine Johnson - a college student from Little Rock, Arkansas. Qualified, but retired.


Again, there is no character who emerged and challenged the tournament champion. So consider this a more civilized tournament.




For more posts in the "Top Diva" series, click this link: "Top Diva" posts on "John's Creative Space. Thank you for reading!

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Tuesday, November 25, 2014

Top Diva 2: The World Champion

John B. Marine | 12:45 AM | | | Be the first to comment!
The 2nd Tournament of Top Diva builds upon the success (and the insanity) of the first tournament. Becoming Grand Champion now goes international, and a new crop of young women around the world would contest for unworldly fame. This tournament will see the champion stake her claim as World Champion, and she will be treated like royalty. In fact, she will take residence of her own mansion in a locale different from the first tournament... how does Monte Carlo sound?

This blog post continues my Top Diva series with a look at the second tournament.





--- Introducing "Top Diva" ---

In case you don't know about this series, let me share with you the story behind Top Diva before moving onto me introducing you to the 2nd Tournament.

"Top Diva" was a fighting game concept I had inspired mostly by all-female fighting game series such as Asuka 120% and the Variable Geo series. It is a fighting tournament more in the sense of the Street Fighter games more than the ever-popular mixed-martial arts fighting of today. "Top Diva" and its storyline branches out in many different ways.

The concept was to be a set of characters as well as stages made with the very popular PC fighting game engine M.U.G.E.N.. I only went as far as to mostly create some here-and-there bitmaps of certain characters as well as plan out palette combinations. No characters or stages from Top Diva were ever successfully created.

Here are more details about my concept...


Inspirations.

The fighting inspirations come from various all-female fighting games as well as the Street Fighter series. When I came up with this idea, I wasn't thinking of supernatural powers or anything. I instead wanted this to be more straight up punches and kicks. So you could also say that the Virtua Fighter series is an inspiration. The characters themselves aren't based on any real people. Some of the characters wear certain fashions that I just wanted to showcase the diverse array of characters. The concept of an all-female fighting realm is nothing new if you are aware of game series such as the "Asuka 120%" series and the "Variable Geo" series among others.

To add personality and provide something different, I tried to mix up the different personalities. Some people mostly only focused on making the women as seductive as possible or only focus on what many people would consider attractive women. What I did was try to spread around different personalities. Besides slim and slender women, some of the characters may be curvy women or even petites. Some of the women are total girly-girls in looks and personality, and some others are tomboyish in appearance and personality. You can think of it as stirring the pot and offering loads of diversity.

Considering I am a male who came up with a concept of an all-female story, one would probably think I'd appeal to just about every heterosexual male's fantasies about women. However, I mixed things up. The various personalities represent a broad variety of people instead of only focusing on sexy women or what most people would consider attractive.

As of this initial blog post, I did not have a logo in mind. I may feature it in a future edit.


The General Storyline of "Top Diva."

The tournament known as "Top Diva" basically seeks for some of the strongest women in the world. The age threshold was for females to be between the ages of 18 and 30. Tournaments held showcased women from around the world wanting to have a chance at becoming the Grand Champion. Women who competed in this tournament competed hard. Many didn't make the final cut but still enjoyed their experience to the fullest. Some others, however, felt jealous of the finalists and formed certain factions and gangs to attack the eventual finalists of each Top Diva tournament. Everyone who competed in the tournament risked and sacrificed many things to realize the goal of becoming champion of the tournament- including their health, their jobs, their friends and family, and even their relationships and motherhood.

Because this was mostly a game concept, there is no real "winner" of any of the tournaments. It was mostly designed for the player to determine who was the best by picking someone and beating the others in the tournament.

Especially for the first tournament, I had thought of certain boss characters that aided in trying to sabotage the tournaments.


Time now to get into the main stories.



--- Top Diva 2: The World Champion ---

Top Diva: 2nd Tournament. Check it out:

Top Diva 2
^ Meet the ten finalists that make up the 2nd Tournament of Top Diva. The finalists make up the front and middle rows, and the two villains are in the very back row. NOTE: This image may or may not represent any sort of final product based on these characters.

Voxel models made using MagicaVoxel. My latest posts featuring MagicaVoxel content: "MagicaVoxel" posts on John's Creative Space.


Now for a look at the story of this tournament. Read on, enthused ones...


Top Diva 2 Story.

Upon the success of the first tournament, a second tournament was established. This time, the field would be increased from eight finalists to ten. The same ultimate goal of "unworldly fame" was the grand prize. But this time, the winner would move into a new mansion not in San Francisco, but Monte Carlo, Monaco. She even would become an honorary guest of the Formula 1 Monaco Grand Prix.

Lost in the midst of this second tournament was all the calamity that ensued outside of the tournament- namely with the violence and the factions. Things became more civilized as the tournament would now be played out in various stops worldwide. There is much less faction violence and faction involvement in this story compared to the previous one. Mostly some unruly young women somewhat tried to involve themselves.


Top Diva 2: Characters.

• Felicia Falls - a recording artist and horse rider from Philadelphia, PA, USA.
• Darlene Espinoza - lawyer turned model from San Antonio, TX, USA.
• Cherry Nguyen - a race car driver and model from Saigon, Vietnam.
• Vivianna Vega - a college student from Saipan, Northern Mariana Islands.
• Bethany Hendricks - an acoustic guitarist from Sydney, New South Wales, Australia.
• Maria Estrella - a telenovela actress and singer from Mexico City, Mexico.
• Rumiko - a hip-hop dancer from Yokohama, Japan.
• Odessa Hutchins - a country-pop singer from Odessa, TX, USA.
• Gupta Sandahar - a belly dancer and aspiring Bollywood actress from Mumbai, India.
• Violet Ortega - a college student from Richmond, VA, USA.

Two non-finalists from this tournament have their own interest in challenging the eventual tournament champion. Ayanna (nicknamed "Vanilla") and Tanya (nicknamed "Chocolate,") these best friends plan to challenge the champion of Season Two together. The Top Diva 2nd Tournament Champion must defeat BOTH Vanilla and Chocolate to be declared a true champion.


Top Diva 2: Other Characters.

"Top Diva 2" was never really completed. So rather than a proper set of characters, I had a whole bunch of extra characters in mind that I may or may not feature among the various Top Diva 2 set. Even one of the go-go dancers from Candy Love's go-go dancing team was listed as a finalist in the 2nd Tournament. Some of these extra characters are mostly just non-major characters that simply got in the way of some of the various finalists but were mostly inconsequential to the actual storyline.


And that's the Second Tournament of Top Diva.





There are extra storylines to this series, so stay tuned to "John's Creative Space" to check out the latest installments! Don't forget to Subscribe and Follow this blog (and my others) if you enjoy my work. I appreciate your support. Thank you for reading!

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Monday, November 24, 2014

Top Diva

John B. Marine | 12:23 AM | | | Be the first to comment!
(UPDATED: November 25, 2014)

I am pleased to finally showcase one of my unique ideas or series! A concept I had in mind back in 2008 was called "Top Diva"- an all-female fighting tournament. It was a game concept I had long ago. I had drawn one picture of one character from the series, but other than that, I never formally introduced this concept... until now. What you are about to read here represents this concept I had. I'll share with you characters and some insight on this entire deal.

NOTE: As part of this initial blog post, only information on the storyline and a brief introduction to some of the various characters will be provided. Edits to this post may include more pictures and more content.

Content produced would be (and could be) featured in individual blog posts.



About the Label: "Top Diva"

Posts in this series relate to my "Top Diva" story. This was a fighting game concept I had stemming back to about 2008. The fighting game never materialized. Despite this, there is still a good amount of story to be told with this title. All posts relating to this original series will be featured in posts under the "Top Diva" label.


Basic Information:

Suggested Audience: Teenagers and older
-
Descriptors: Mild Language, Mild Sexual Content, Suggestive Themes, Violence


LATEST UPDATE(S)/REVISION(S)

NOV 25 2014 - added extra insight on the creation of this concept





--- Introducing "Top Diva" ---

Here is a look at this series...

"Top Diva" was a fighting game concept I had inspired mostly by all-female fighting game series such as Asuka 120% and the Variable Geo series. It is a fighting tournament more in the sense of the Street Fighter games more than the ever-popular mixed-martial arts fighting of today. "Top Diva" and its storyline branches out in many different ways.

(edited: November 25, 2014) The concept was to be a set of characters as well as stages made with the very popular PC fighting game engine M.U.G.E.N.. I only went as far as to mostly create some here-and-there bitmaps of certain characters as well as plan out palette combinations. No characters or stages from Top Diva were ever successfully created.

Here are more details about my concept...


Inspirations.

The fighting inspirations come from various all-female fighting games as well as the Street Fighter series. When I came up with this idea, I wasn't thinking of supernatural powers or anything. I instead wanted this to be more straight up punches and kicks. So you could also say that the Virtua Fighter series is an inspiration. The characters themselves aren't based on any real people. Some of the characters wear certain fashions that I just wanted to showcase the diverse array of characters. The concept of an all-female fighting realm is nothing new if you are aware of game series such as the "Asuka 120%" series and the "Variable Geo" series among others.

To add personality and provide something different, I tried to mix up the different personalities. Some people mostly only focused on making the women as seductive as possible or only focus on what many people would consider attractive women. What I did was try to spread around different personalities. Besides slim and slender women, some of the characters may be curvy women or even petites. Some of the women are total girly-girls in looks and personality, and some others are tomboyish in appearance and personality. You can think of it as stirring the pot and offering loads of diversity.

Considering I am a male who came up with a concept of an all-female story, one would probably think I'd appeal to just about every heterosexual male's fantasies about women. However, I mixed things up. The various personalities represent a broad variety of people instead of only focusing on sexy women or what most people would consider attractive.

As of this initial blog post, I did not have a logo in mind. I may feature it in a future edit.


The General Storyline of "Top Diva."

The tournament known as "Top Diva" basically seeks for some of the strongest women in the world. The age threshold was for females to be between the ages of 18 and 30. Tournaments held showcased women from around the world wanting to have a chance at becoming the Grand Champion. Women who competed in this tournament competed hard. Many didn't make the final cut but still enjoyed their experience to the fullest. Some others, however, felt jealous of the finalists and formed certain factions and gangs to attack the eventual finalists of each Top Diva tournament. Everyone who competed in the tournament risked and sacrificed many things to realize the goal of becoming champion of the tournament- including their health, their jobs, their friends and family, and even their relationships and motherhood.

Because this was mostly a game concept, there is no real "winner" of any of the tournaments. It was mostly designed for the player to determine who was the best by picking someone and beating the others in the tournament.

Especially for the first tournament, I had thought of certain boss characters that aided in trying to sabotage the tournaments.


Time now to get into the main stories.



--- Top Diva: Stories and Characters ---

Because I had many different layers of ideas, this garnered a number of different stories. You are now learning the storylines to each concept I thought of. Elements from this blog post may show up in future posts with more detailed content.

Here is a look at the main characters. This is conceptual artwork that may or may not represent any sort of final product or serious product:

Top Diva
^ These are the characters that comprise the first tournament of Top Diva. The front eight characters are the main characters as well as the main protagonists. NOTE: This image may or may not represent any sort of final product based on these characters.

Voxel models made using MagicaVoxel. My latest posts featuring MagicaVoxel content: "MagicaVoxel" posts on John's Creative Space.



Top Diva: Basic Story.

In the Summer of 2008, a new reality TV fighting tournament was created by Tommy Kenny Owens (also known as TKO), a former mixed-martial arts (MMA) champion. Rather than market up-and-coming male fighters, he decided to devote a tournament to female contenders, namely with the success of his sister. The championship would be a fighting showcase while also being a melting pot of various cultures and personalities. Only eight of the most unique women between the ages of 18 and 30 competed among themselves for the honor of "Top Diva." The winner of this tournament would achieve "unworldly fame." This "unworldly fame" comes in the form of a beautiful mansion in San Francisco, CA, USA. She would win over a million dollars, a luxury car and a sports car in her favorite color, and of course... the honor of "Top Diva."

Separate tournaments were held worldwide for various women to qualify for the tournament. Those who qualified successfully would compete in New York City to eventually determine eight finalists. Those eight finalists would be invited to compete in the Top Diva tournament in Los Angeles. The tournament allowed for each finalist to compete against the other finalists. Losing a match didn't exactly signal elimination. Instead, eliminations were based on performance. Those who performed the poorest in their battles would be eliminated. The finale will pit the two finest of the Top Diva contenders until one reigned supreme to become Top Diva.


Top Diva: Finalist Characters.

After all the qualifying, eight finalists emerged as the best of the best:

• A.J. Garcia - a college student from Manhattan, NY, USA.
• Candy Love - a go-go dancer from Houston, TX, USA.
• Lydia Odelia Vasquez Escobar (LOVE) - a rhumba instructor and fitness freak from Sao Paulo, Brazil.
• Suzie LeMarie - a college student and aspiring fashion designer from Paris, France.
• Sandy Gonzales - a lead guitarist and vocalist of an all-girl rock band from Anaheim, CA, USA.
• Tomomi Tsuchiya - a college student and softball player from Tokyo, Japan.
• Keisha "Crazy Legs" Kirkpatrick - a recording artist and dancer from Atlanta, GA, USA.
• Marisol Castillo - a party girl from Ibiza, Spain.


Top Diva: Other Characters.

While the finalists were proud to see their efforts result in being part of this fighting tournament, the non-finalists shared their experiences with friends and family while enjoying their experiences. Many of the women who competed in the qualifiers went back to life as usual; some others felt jealous that they didn't get to be among the eight finalists. An underground movement was established with a series of factions designed specifically to cause enough chaos to intimidate the eight finalists and sabotage the Top Diva tournament. One non-finalist, named Carmel Henderson, became extremely jealous and invested her own interest in going to Los Angeles to sabotage the tournament. Carmel's intentions were to personally challenge the winner of the Top Diva tournament... along with the help of her own faction for backup.

One other non-finalist is aware of the dark plot set up by Carmel Henderson, and she will stop at nothing to bring Carmel to justice and foil her plot. This other non-finalist, Buttercup Bonnet, is a private investigator looking to blow the plot wide open.

When the finalists for Top Diva arrive in Los Angeles to their campus, they are greeted by a woman named Grandmaster Dolores. She teaches the young finalists some lessons in life and in fighting.

Another aspect of the original Top Diva story was in certain boss characters with their own personalities and agendas in sabotaging the Top Diva tournament. Some of the different individual boss-type characters are mostly hired henchwomen of Carmel to aid in sabotaging the tournament.

There were even a few bonus characters that did not play any role in the storyline. I basically came up with a few unique and oddball characters for fun. Maybe they will be featured in the future here in my creative works blog.


In future edits, there will be added material linking you to various aspects of each of the characters. There may also be added pictures to help add to the appeal of this story. That concludes this post on Top Diva.





From the initial blog post, there will be more material regarding this story and this series. That even includes various edits to showcase many of the individual characters. I hope you get to enjoy this deal I've put together. Thank you for reading!

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