Mechanized Assault & eXploration Reloaded



#121 Feb 06, 2015 1:17 pm
beko beko Offline
Developer, Administrator
Registered since: Jun 04, 2004
Posts: 2,279


Subject: Re: Contribute unit art
That looks really mean to me In love

I somehow expect tentacles at the front. Like this fish with the glowing antenna to lure food to his mouth.
Bernd Kosmahl
"Sir, we are surrounded!" - "Great - we can attack in any direction."
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#122 Feb 07, 2015 6:40 am
khesm Offline
Developer
Registered since: Jun 23, 2014
Posts: 81


Subject: Re: Contribute unit art

I'm still working on finding the right amount "fishyness", the other alien vehicles are not as animalistic as this.
I'm considering something like a glowing lure for a radio mast, the upper part where the turrets sit needs to be more interesting.
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#123 Feb 08, 2015 3:03 am
khesm Offline
Developer
Registered since: Jun 23, 2014
Posts: 81


Subject: Re: Contribute unit art
Final:
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#124 Feb 08, 2015 4:42 pm
khesm Offline
Developer
Registered since: Jun 23, 2014
Posts: 81


Subject: Re: Contribute unit art
Some slight touch up:
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#125 Feb 09, 2015 3:44 pm
beko beko Offline
Developer, Administrator
Registered since: Jun 04, 2004
Posts: 2,279


Subject: Re: Contribute unit art
Everytime I think: "This is great it can't be done better" you simply add another greater version Respect

Love the dynamic of the curving in the water. Super awesome. Mayhap you could tweak the turrets a little bit to "look back to the firing opponent" as it the enemy fire was about to get a reply.
Bernd Kosmahl
"Sir, we are surrounded!" - "Great - we can attack in any direction."
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#126 Feb 12, 2015 2:21 pm
khesm Offline
Developer
Registered since: Jun 23, 2014
Posts: 81


Subject: Re: Contribute unit art
Thank you beko.

I actually tried putting some rotation on the turrets but it compromised the flow of the image and directed too much attention away from the ship.
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#127 Mar 03, 2015 12:09 am
khesm Offline
Developer
Registered since: Jun 23, 2014
Posts: 81


Subject: Re: Contribute unit art
Trying something different for the Alien Assault Gun:




Thought the original concept looked way too bulky for an artillery role, so I went for something more skeletal and similar to the human Assault Gun.
Also wanted it to be more recognizable when viewed from above.
Not sure I like it all. I'm very open to criticism.
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#128 Mar 03, 2015 6:10 pm
Sal Sal Offline
, G-Mod
Registered since: Jun 07, 2004
Posts: 1,525


Subject: Re: Contribute unit art
Before I start, great work so far!

Though the combat vehicle looks fast from in perspective view, it seems rather bulky from the top view but flat from the side.
I like the faster look, but some change in proportion might lead to a desired look.

Very atmospheric shots, but more brightness could help to see more details.
Any new ideas you had in mind?
Best regards,
sal
A.H.
- easy logic -
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#129 Mar 03, 2015 8:12 pm
khesm Offline
Developer
Registered since: Jun 23, 2014
Posts: 81


Subject: Re: Contribute unit art
I see what you mean with the top view, it does look a lot heavier, I will work on giving it a more sleek appearance. It is also not optimal that the three main shapes are all roughly the same size when viewed from the top, it is pulling attention away from the giant weapon barrel which should be the main point of interest.
There is also something wrong with the shape of the "pilot" side when viewed from the top, it annoys my eyes but I can't put a finger on why. It might be that the shape is too complicated.
The weapon barrel could also use details like exhaust vents and barrel segments to imply power, recoil handling and heat dispersion. Right now it looks like some kind of energy cannon which doesn't fit its artillery role.
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#130 Mar 04, 2015 7:03 pm
khesm Offline
Developer
Registered since: Jun 23, 2014
Posts: 81


Subject: Re: Contribute unit art
Some changes:


Added details to the cannon to make it look more functional and reworked the legs for a more aggressive and mechanical look.
Also changed some proportions around.
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