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Hethalos β€” USI Transport by-nc-nd

#fi #mecha #sci #futuristic #human #vehicle
Published: 2014-08-28 22:42:27 +0000 UTC; Views: 605; Favourites: 20; Downloads: 0
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Description One of the human mecha for "Call Upon the Heavens". The pod-turrets on the back can dismount and function as remote-controlled probes.
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Comments: 30

Gen-SilverChicken [2015-04-13 17:05:17 +0000 UTC]

The only problem I see with this mech, is that when the back cannon fires, it doesn't look like it has any support in the back, so it may tip over, unless it has extremely powerful back legs, and a heavy front side. If it is supposed to be like that, then it may have trouble staying above soft dirt or mud, if the front is unusually heavy in order to keep from tipping over. Also, to me, it seems a bit like the front cannon may throw the mech back a little, most likely dragging it on the ground, as it looks like it's not a non recoil gun.

Though, if I was an enemy General or officer, I would have my heavy weaponry, or ones powerful enough, to strike the joints, preferably the front joints of the legs, in order to tip it over. By hitting the back, the biggest gun on the back, if fired, would most likely either shoot straight up, or a little bit of an angle behind them. If I strike the front, the front guns would be unusable, as it would destroy the mech, and the front, if fired, could destroy the back joints, or the mech itself. If I am at it's side, I would attempt to have my forces strike the middle of it's side, as it looks like a big gap in the mech's armor. Also, it does not look like the guns could go up, or down, which would be a big handicap on it's range and effectiveness.

Other then that, good job.

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Hethalos In reply to Gen-SilverChicken [2015-04-13 17:15:55 +0000 UTC]

Wow, I need to hire you as my mech design adviser! I love your insightful critiques. Someday, I should run my designs in some physics simulator just to confirm your advice. In future designs, I could replace the two guns above the frontal cannon with a singular cannon that has the ability to rotate up or down, or I could just have the Transport fire guided, rocket-propelled ammunition from its non-rotating cannons, including the back mortar.

As far as legs are concerned, maybe it is a good idea to add some extra armour or shield systems to prevent heavy weapons from immobilizing it too easily.

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Gen-SilverChicken In reply to Hethalos [2015-04-13 17:21:19 +0000 UTC]

Thank you! When I see a problem that I think may exist, or something I question, then I'll point it out, only if I know people want me to do this. I only did this because on the deviant with the treads, I saw that you like to make your as "Realistically militaristic as possible", so I decided to just point a thing or two out.

If you want to hire me, go ahead. I'll try my best to help you.

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Hethalos In reply to Gen-SilverChicken [2015-04-13 17:32:32 +0000 UTC]

Actually, now that I think of it, I probably should have said militaristic-ally believable as opposed to realistic. I don't want to spend so much effort on making everything so realistic that I end up in the uncanny valley of science-fiction. Besides, the vehicles are for my universe, "Call Upon the Heavens", which is science fantasy.

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Gen-SilverChicken In reply to Hethalos [2015-04-13 17:34:13 +0000 UTC]

Ah...

I would like to know a bit more about your "Call Upon the Heavens" universe. I would also likeΒ  help you with your art, like mentioned earlier, if you'd like.

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Hethalos In reply to Gen-SilverChicken [2015-04-13 17:44:50 +0000 UTC]

It seems like the words "science fantasy" auto-attracts! You're not the first one to seek more details about CUTH! In a nutshell, "Call Upon the Heavens" is a multi-layered conspiracy story which revolves around Korxonthos, a celestial dragon, who is wrongfully convicted of a heinous crime and is forced to undertake suicidal missions in an organization known as the Citadel. Most of my other drawings feature units, settings, and characters from CUTH.

The funny thing is, CUTH originally started as "The Adventures of Super Action Swimming Rainbow Yoshi", but as I grew older and acquired different influences, most notably the Warhammer 40k universe, it became a distinct thing of its own. If you would like me to elaborate, I'd be more than happy to.

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Gen-SilverChicken In reply to Hethalos [2015-04-13 18:58:38 +0000 UTC]

if you wish to, then go ahead.

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Hethalos In reply to Gen-SilverChicken [2015-04-17 16:09:05 +0000 UTC]

What would you like me to elaborate upon?

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Gen-SilverChicken In reply to Hethalos [2015-04-17 17:14:15 +0000 UTC]

maybe their history?

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Hethalos In reply to Gen-SilverChicken [2015-04-17 17:16:34 +0000 UTC]

Which history? Are you referring to the history of the development of CUTH, or the lore of CUTH?

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Gen-SilverChicken In reply to Hethalos [2015-04-17 17:19:01 +0000 UTC]

the lore please.

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Hethalos In reply to Gen-SilverChicken [2015-04-21 00:00:49 +0000 UTC]

The funny thing is, I haven't come up with a thorough history behind CUTH because I wanted it to be a structurally-closed story first and foremost. However, I do have a couple of broad segments of lore, although they're still in the process of being refined.

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Gen-SilverChicken In reply to Hethalos [2015-04-21 00:09:20 +0000 UTC]

Ah, I see.

So, basically design most things first, and then work on the main story?

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Hethalos In reply to Gen-SilverChicken [2015-04-21 02:36:53 +0000 UTC]

That's a pretty accurate statement as to how I do things.Β 

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Gen-SilverChicken In reply to Hethalos [2015-04-21 11:07:46 +0000 UTC]

I think that's a pretty good idea on how to do things. Just by the looks or movements of machines could (possibly) effect the story, even by a little bit.

Also, just curious if you've seen my idea to help protect the joints.

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Hethalos In reply to Gen-SilverChicken [2015-04-22 00:02:40 +0000 UTC]

CUTH isn't 100% hard sci-fi, so I don't think the individual units would have a significant effect on the rest of the story.

Also, I did see your idea. However, I prefer to focus on fleshing out the communicative elements of the story such as the character development, theme, and plot. I consider psychological realism far more top-priority than scientific realism, especially in a sci-fan universe.

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Gen-SilverChicken In reply to Hethalos [2015-04-22 00:37:01 +0000 UTC]

ahh, alright.

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Gen-SilverChicken In reply to Gen-SilverChicken [2015-04-15 17:15:32 +0000 UTC]

I just got an idea on how to protect the joints:

Maybe you could try overlapping plates of armor? Like the knights and Romans in ye olden times? Back then, they did this so that the plates would overlap each other, so when they moved their arms or legs, the overlapping plates would slide over each other, still providing cover for the joints of the legs. To get a better understanding of this idea, you could google images of Roman armor. Then notice how the plates of armor overlap, enabling him to bend over, move his shoulders up and down, etc. You could try this concept on the armor (if you add any) for the joints, and possibly for the sides (if you want it to bend side to side, like an animal, to be able to turn better)

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Inhuman-Infatuation [2014-12-22 04:27:53 +0000 UTC]

You ever consider trying digital art? I think with your interest in pencils that a program like Corel combined with an inexpensive wacom would so you some inspiration!

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Hethalos In reply to Inhuman-Infatuation [2014-12-22 13:52:03 +0000 UTC]

I have. I just need to learn more about colouring and rendering before I start because almost all of my attempts at rendering butcher the drawing.Β 

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Inhuman-Infatuation In reply to Hethalos [2014-12-23 03:48:39 +0000 UTC]

Maybe do overlay of your lines, and just color over rather than paint on top?

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Hethalos In reply to Inhuman-Infatuation [2014-12-23 04:04:17 +0000 UTC]

I could do that. Speaking of colouring, I suppose colouring one of my more cartoony, stylized characters would be a good start since cartoony characters are far easier to draw.

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Inhuman-Infatuation In reply to Hethalos [2014-12-23 04:06:45 +0000 UTC]

That's what I started with. Coloring is a pain in the ass untill you learn the basics.

Start with flat colors. Make a multiply layer and add darks

Then make an add more layer and add the highlights

should look good at this point. I only paint on one layer now a day but it's how i learned ,so maybe that will help you!

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Hethalos In reply to Inhuman-Infatuation [2014-12-23 04:10:25 +0000 UTC]

That reminds me of how I paint my miniatures. Maybe painting minis and colouring on 2-D surfaces may not be completely different after all!

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Inhuman-Infatuation In reply to Hethalos [2014-12-23 04:11:23 +0000 UTC]

Really isn't. I paint drastically different now, but the principle is the same.

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Illusionna [2014-11-29 16:00:59 +0000 UTC]

Now we need a picture of it with the pod-turrets dismounted.

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Hethalos In reply to Illusionna [2014-11-29 21:06:43 +0000 UTC]

Definitely. It would also be awesome if the picture had infantry and armour dismounting.

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British-Prophetess [2014-11-04 23:28:12 +0000 UTC]

Interesting design!

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Hethalos In reply to British-Prophetess [2014-11-29 21:06:59 +0000 UTC]

Wow, this is long-due reply, but thanks!

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British-Prophetess In reply to Hethalos [2014-11-29 23:53:03 +0000 UTC]

No prob!

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