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.
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.