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limejello
July 14th, 2009, 09:44 PM
Hi I posted this in the low paying jobs section but I think this message might have been better off here. Anyway I'm about to put out a mecha based role playing game and I need someone to illustrate for me. Would anyone be willing to do this simply for recognition?



Anyway the game is going to be called Operator (because the pilots of the mecha are referred to as operators). set in 2315 It is hard science fiction and revolves around a group of six international political blogs (all of which are real groups) that are fighting to control and redraft the UN in their image of utopia after failed international space policies have led to chaos around the solar system.
The mecha in the game will be of the fast maneuverable anime inspired genre. However I also want them to be realistic. Nothing artsy or unnecessary about them. They should look cold and practical, mechanical and unemotional. Also bear in mind they should be scary looking, remember these are for killing people. While they might be beautiful in their own predatory way they should be darkly beautiful and intimidating. Avoid making them look evil however, while these are akin to angels of death they are still being piloted for a noble cause. Also in a bit of a twist they have no weapons or equipment. Instead these mecha use a hard point system to equip whatever they need when they need it. Weapons and equipment designs are separate and will be designed later. As such they are all humanoid with two arms, hands and legs (though I plan to introduce 4 legged mecha later). They should also be roughly fifty feet tall give or take (none of those twenty foot ones you see in animes like Appleseed).
Now when designing military vehicles I find most people have no concept of ballistic physics and that's something I want to change with these mecha. So I wanted to teach you some stuff about ballistic physics (and if nothing else you'll know far more about making a realistic vehicle than other artists). Alright the first thing I should mention: NO GLASS COCKPITS! Glass is far easier to break than steel and how ever thick it can be made the same thickness of depleted uranium will be stronger. Also make sure their feet are wide, no skinny bird toes here. Placing all that weight on a such a small area would make it sink into the ground. The next thing I want to address is sloped armor and angles. Now in real life a tank's angles are "sloped" meaning they are on an inclined plane. This redirects some of the kinetic energy away from an impact. To do this the angles "slope" away from the center of a vehicle. If armor is shaped like a funnel however it will magnify the kinetic energy into a single point making it more likely to pierce a vehicles armor. So avoid anything that juts out. Keep it as smooth as possible. Direction of the slope is also important. When designing an angle keep in mind that it should send the blow away from vital areas. If it angles it towards something important or vulnerable that's bad. Try to imagine it as facing upwards and dropping a marble on it if it rolls slowly bounces or stops that's bad rolling down quickly is good. It should be aerodynamic. Though you are trying to reduce the force of a blow rather than the angle of the wind the same principles apply.

limejello
July 14th, 2009, 09:45 PM
If you notice on an M1-A1 Abrams the hull armor slopes downward which would cause a shell to ricochet into the ground rather than the turret. The angles of the turret are designed to deflect the round in the opposite direction (away from the hull). The sides of the turret are also sloped to direct impacts away from the main gun. The only part of the Armor that is not sloped is the sides which are protected instead by reactive armor (armor which is designed to explode outward when struck further reducing the speed of the opposing shell).
http://en.wikipedia.org/wiki/File:Abrams-transparent.png
Early tanks like the British mark IV Tadpole were designed with side sponsons turrets. However modern tanks opt for a single large turret because these acted as bullet traps catching shells which would otherwise have bounced off.
http://en.wikipedia.org/wiki/File:British_Mark_IV_Tadpole_tank.jpg
An example of a terribly designed vehicle is this t4-b from Star Wars. Not only do most of its angles funnel kinetic energy towards the center but in that center is a glass cockpit. Now granted it blasters use thermal energy so that's not an issue as much but glass is still easier to melt than metal.
http://starwars.wikia.com/wiki/File:Eaw_t4b.jpg

now after looking online I think the best example of what I'm looking for is armored core. Not only do most of its mecha have proper angles but they also move like I envision my mecha moving. I also like the elongated head design. I have both pictures and movies I suggest you study.
http://images.google.com/images?sourceid=navclient&rlz=1T4GGLL_enUS314US315&q=armored+core&um=1&ie=UTF-8&ei=kN9cSua0FIiylAfNzrXoDA&sa=X&oi=image_result_group&ct=title&resnum=1

http://www.youtube.com/results?search_query=armored+core&search_type=&aq=f

For the moment I only need one mech designed: the M-1 bigfoot. The big foot is a heavy mech (65 tons or so) used by the Organization of American states and designed by General motors. It will appear on the cover of the introductory novel and later in the game book itself. I was hoping to have the chest jut out to a point with the abdominal trunk formed like a front face wedge and the same pointed head design you see in the armored core materials.

limejello
July 15th, 2009, 08:55 PM
Also I think this guy has a well designed mecha I like the lower torso/hip area coming into the upper torso....I think that's what we should go for. Tryo to make his lower torso some to a point facing the front.
http://www.conceptart.org/?artist=steak-tron

Gaigers
July 18th, 2009, 06:50 AM
Hey jello,
Ive read all your ideas and i think i can come up with sumthing good. could you maybe give me your email so i can send you my concept?