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(UPDATE: Fixed a perspective issue with the tail and middle wings)

Issue 2 of Telikos Protocol is on it's way soon and it shows a lot more of the military hardware developed by E.D.G.E. This is the Hammerhead VTOL Gunship, a very nasty and very well armed piece of kit, it has many variants each one becoming progressively more nuts regarding it's load out.
The craft itself is rather large and is able to carry not just masses of weaponry but also masses of troops and other hardware. The large wings are fixed but have large slats running along them halfway down, these are vector thrust vents that allow fast moving air to be shot out of them which is produced by that massive dorsal jet engine which also produces it's forward thrust, basically it's very similar to how the Harrier Jump Jet works, only much fatter.

Catch up on the project on the Facebook page here: [link]
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Continuing with my Lunar Helium 3 mining project this image shows the Helium 3 Transport Vehicle. Each one of the huge harvesting platforms has a fleet of 6 H3TV's which can hold a huge amount of refined Helium 3 ferrying it between the constantly moving behemoths to the transport docks dotted around the Lunar surface. Each of these vehicles will make around 6 trips a day and a fully automated but still hold a small crew for safety and maintenance reasons.
Like the giant harvester these vehicles are fitted with polarising plating which prevents the course and dangerous Lunar dust from sticking to the hull and damaging components, despite these methods each vehicle has to undergo a total deep clean once every month to prevent massive systems failure, to make sure the Helium 3 keeps rolling in on time a stand by fleet of H3TV's are located at each transport dock.

The vehicles have a top speed of 20 mph and are powered by small fusion reactors.

Here are the other images in the series.
Harvester: [link]
Survey Vehicle: [link]
Freighter: [link]
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Hammerhead Heavy Tank for the Progenitor faction of Plasmablast Games miniatures. Texturing by He Miao.
You can purchase 1/300 scaled metal-cast miniatures of this model here:

[link]

The detail of the model may look a bit coarse but this was on purpose because of the restrictions of rapid prototyping technology that had to be taken into account during the period this was designed (2008)
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Concept art 2012 Sony Online Entertainment LLC. SOE. All Rights Reserved.

---------------------------------------------------------
Planetside 2 is out soon! Watch the trailer here: [link]
---------------------------------------------------------

---------------------------------------------------------
Current Planetside 2 design, and Planetside 1 design.
[link]
---------------------------------------------------------

So, with the new trailer out, and the tonnes of beta footage, concept art and media floating about I think its safe to release some of my pre-viz work I did for SOE from 2009-2010. I will be releasing in the order of what is only out already in the media, and then finally once the game is 'gold' then the rest will follow in updates to come.

Planetside ([link]) was, and is, an unimaginably amazing true-MMOFPS franchise that should have taken the world by storm 9 years ago. It was the only game back then that could hold my attention for more than 7 minutes. Defending a hard-earned facility, Mass Gal drops, MAX Raids had me rushing home from school and logging on and doing my part for the TR/Vanu. Most of the defining moments of my life's gaming experience is credited to Planetside and its open-world 'sandbox' nature, allowing hundreds of players to wage epic freaking war in a 24-hour long persistent world server. The network connectively was surprisingly sharp, and the frenetic gameplay, camaraderie and immersion to be had was nothing short of exhilarating.

I eventually left the game due to the introduction of BFRs (Don't get me wrong it was fun as a Collosus killing shit and acting out my Mechwarrior fantasies on live human opponents, being a troll even before it became a popular meme, but the entire battlefield dynamic just changed too drastically for comfort. I mainly enjoyed the combat with 50% infantry, 30% armour, 20% air vehicle mix...)

Fast forward 6 years, and right after finishing up my Space Vagabonds commission and wanting to take a holiday, a phonecall came in from SOGA Taiwan. It was for a project titled Planetside Next. I think I screamed a bit. A combination of self-doubt, horror, and eventually facemelting joy followed by a frantic followup email and a test and the job was awarded to us at IFS! :) (Helped to be a fan and swearing on my life that I'd do my best to homage Planetside and update it respectfully, too.) It was then supposed to be just a revamp of Planetside, a sort of Planetside reimagined. Explains why you don't see glass cockpits on my vehicle concepts, that was an early creative decision when they weren't sure they wanted to show off the characters or not due to engine limitations (IIRC they wanted to vastly increase the player count with the same engine or something, so something had to give). I also chimed in saying it was fantastic idea, because we'd be able to create a truly hard-sci fi futuristic look where high end optics were commonplace, removing the need for fragile transparent components. A cold, hardened look that is reminiscent of drones. I still think its a great meaningful look, and I always feel kinda broken-hearted when I see how in the current iterations the cockpit areas of my designs got carved up into glass, because it was a real labour of love for myself, and the early team members (GM John Laurence, Programmer/PM Steve Wang, AD William B. Yeatts) that went into designing all that stuff.

While I may not agree aesthetically with those changes, I can definitely appreciate and understand why they went the direction of showing off glass cockpits and crew especially now that the project has the brilliant Forgelight engine to bring that world to life. (Don't get me wrong, if its an open canopied jeep or ATV by all means uncover it all, show the crew, the rawness and exposure has beauty too... just that my design approach at the time was simply based around the original principle of being a hardened cockpit coffin and the pilot buried behind layers of protection. To my mind, it is very hard to just swap a part out and change the context and expect the design to carry the same meaning anymore. Players might not ever care, but I just felt the need to say my peace on that tiny matter. :) )

So anyways, I spent almost an entire year (2009-2010) on the project. It was one of the most transformational periods of my life professionally and testing in my personal life as well; the relationships forged and artistic growth, the incredible brain drain endured along with the soaring creative highs, no money can buy any of that. I will forever be grateful for the opportunity to have experienced it all and especially to have worked on the project of my dreams alongside some amazing people (credited above!), the game that made me a gamer. Can't wait to show more when I can and I sincerely hope my efforts have added to the joy of fans worldwide! Long live Planetside! :)

More on this piece:
-Credit to Steve Wang/John Laurence for the copy writing and backstory unless stated otherwise.
-One of the ideas I had to re-present Planetside faction tones was to adopt a Command and Conquer type palatte (yes, read on). Coincidentally, C&C had Nod, GDI and the Scrin that held very familiar colour palattes to the more colourful and saturated Planetside counterparts. Yet, at the same time these worked very well because the C&C palatte reflected what I would accept as grounded camoflague tones and meaningful colour accents. For example, the NC could shift from Yellow to Tan, a meaningful desert scheme that also reflected their guerilla nature, and have the blue and black as accent markings that also made sense from a visual standpoint. The TR would be generally Grey with red accents to reflect their origin (no spoilers here) and the Vanu, well, WYSIWYG. :p
-Anti-infantry weaponry ideas as a fan, this was to see less infantry engaging tanks up close and actually fearing to tread anywhere nearby.
-Vanguard also doubles as arty platform because that seems to be a smurf tactic, esp with the Phoenix guided munitions and all, it seemed to fit into the theme! Long distance turtling, or up savage CQB.
-On the styling. I suggested early on that perhaps the TR and NC could have their shape language swapped, not only to give each a fresher read but to better bring out the backstory and purpose of either faction. The NC would have a rounded, smooth Russian in-your-face aesthetic, while the TR would sport some ergo-stealth, oppressive angular design.
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The third image in my own series of Lunar mining is this fun looking thing, the Surveyor Vehicle is one of the smallest vehicles used by the mining team and is considered a general purpose vehicle but it also has one very important task, it is tasked with moving ahead of the main mining fleet and surveying the areas to make sure the giant harvester and H3 transports are not met by impassible terrain. These vehicles also double as general maintenance units outfitted with a robotic arm with multiple attachments and an assortment of tools and replacement equipment they can conduct repairs on drones, communication arrays, and even minor repairs on the larger transports.

With a top speed of 60 mph and advanced multi direction suspension they are often used by the mining staff during down time taking them out for joy rides.

Here are the other images in the series.
Harvester: [link]
Helium 3 transporter: [link]
Freighter: [link]
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1 30 min sketch, saw some really cool UGVs wanted to do an interpretation
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Here's my latest work! this one is more of an update than a new work, but i like to consider it a new work since the whole thing is revamped so much (this is the previous APOSTLE tank [link]). If you need any explanations or you think you found something that is incorrect/misspelled please comment!

This is part of the description found on the top right corner of the image.
The Bishop-1A7 MBT is an unconventional design featuring an amalgam of the world’s best 3rd generation MBTs. It is the first tank to be succesfully constructed by two nations (Germany and Israel) supported by the multinational corporation NINECORP. However, Israel and Germany both use the Bishop as their own MBT it is also sold to a variety of countries who use it as their primary MBT. The Bishop has tackled more challenges than any tank before it; it does this by using innovative technology as well as technology taken from older tanks such as the Abrams models, the Leopard 2 models, the Merkava models, and the Challenger 2.
The technolgy adapted from the Abrams models is having heavy DU armor and a high power yet quiet engine. One of the incredible abilities the Abrams models have is not only the extremely tough DU armor but also the capability to move silently and quickly with its psuedo-jet engine. However the Bishop uses a conventional (i.e. very load) V16 engine the designers realized the importance of having this advantage and implemented sound muffling technology inside the engine compartment. The DU armor is not layered inside the frontal plating like it is in the abrams it is instead homogeneously alloyed with Rh (Rhenium) and used as the first line of defense on the armor.
Perhaps one of the biggest obstacles the designers overcame is the resistance from IEDs which borrows the design from the leopard 2 tank and various MRAP vehicles. The Bishop is able to divert the energy across the lower surface of the tank, using a similar method that the Leopard 2 does. The hydropnuematic suspension system is also borrowed from the Leopard 2 tank and the Bishop owes its offroad speed capability to that system.
The Bishop, like the Merkava uses a front engine design in addition to the rear hatch. Though the crew survivability is mostly preserved by the advanced armor (see Specifications for detail on the armor) and the V shape under the body to reduce damage from IEDs. The rear hatch allows for quick deployment of soldiers as well as a quick and easy entrance for potentially injured soldiers. However unlike the Merkava the rear hatch on the Bishop offers cover to supporting soldiers on the outside of the tank.
The only technology borrowed from the Challenger 2 tank is the rifled barrel which increases overall accuracy. The Bishop also uses a triple shot autoloader similar to the French Leclerc and Russian MBTs (see figure 4A, note the Russian tanks and the Leclerc use
a larger magazine system and do not need a loader to change out the magazine).

to get a reference for the size, it's approximately twice the volume of a merkava MBT.
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The Velite IFV, another design for Mr. Satak's Battletech TRO project.

This machine is from the Marian Hegemony, hence the Romanesque eagle and number.
The turret sports three laser cannons(one large & two medium), 15 tubes of "one shot missiles", and the infantry are manning a portable PPC.
There's some UXO in the bunker, so they are better off not going in there and setting up, besides once they have settled in some officer will come along and make them reposition.
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Concept art 2012 Sony Online Entertainment LLC. SOE. All Rights Reserved.

---------------------------------------------------------
Planetside 2 is out soon! Watch the trailer here: [link]
---------------------------------------------------------

---------------------------------------------------------
Current Planetside 2 design, and Planetside 1 design.
[link]
---------------------------------------------------------

So, with the new trailer out, and the tonnes of beta footage, concept art and media floating about I think its safe to release some of my pre-viz work I did for SOE from 2009-2010. I will be releasing in the order of what is only out already in the media, and then finally once the game is 'gold' then the rest will follow in updates to come.

Planetside ([link]) was, and is, an unimaginably amazing true-MMOFPS franchise that should have taken the world by storm 9 years ago. It was the only game back then that could hold my attention for more than 7 minutes. Defending a hard-earned facility, Mass Gal drops, MAX Raids had me rushing home from school and logging on and doing my part for the TR/Vanu. Most of the defining moments of my life's gaming experience is credited to Planetside and its open-world 'sandbox' nature, allowing hundreds of players to wage epic freaking war in a 24-hour long persistent world server. The network connectively was surprisingly sharp, and the frenetic gameplay, camaraderie and immersion to be had was nothing short of exhilarating.

I eventually left the game due to the introduction of BFRs (Don't get me wrong it was fun as a Collosus killing shit and acting out my Mechwarrior fantasies on live human opponents, being a troll even before it became a popular meme, but the entire battlefield dynamic just changed too drastically for comfort. I mainly enjoyed the combat with 50% infantry, 30% armour, 20% air vehicle mix...)

Fast forward 6 years, and right after finishing up my Space Vagabonds commission and wanting to take a holiday, a phonecall came in from SOGA Taiwan. It was for a project titled Planetside Next. I think I screamed a bit. A combination of self-doubt, horror, and eventually facemelting joy followed by a frantic followup email and a test and the job was awarded to us at IFS! :) (Helped to be a fan and swearing on my life that I'd do my best to homage Planetside and update it respectfully, too.) It was then supposed to be just a revamp of Planetside, a sort of Planetside reimagined. Explains why you don't see glass cockpits on my vehicle concepts, that was an early creative decision when they weren't sure they wanted to show off the characters or not due to engine limitations (IIRC they wanted to vastly increase the player count with the same engine or something, so something had to give). I also chimed in saying it was fantastic idea, because we'd be able to create a truly hard-sci fi futuristic look where high end optics were commonplace, removing the need for fragile transparent components. A cold, hardened look that is reminiscent of drones. I still think its a great meaningful look, and I always feel kinda broken-hearted when I see how in the current iterations the cockpit areas of my designs got carved up into glass, because it was a real labour of love for myself, and the early team members (GM John Laurence, Programmer/PM Steve Wang, AD William B. Yeatts) that went into designing all that stuff.

While I may not agree aesthetically with those changes, I can definitely appreciate and understand why they went the direction of showing off glass cockpits and crew especially now that the project has the brilliant Forgelight engine to bring that world to life. (Don't get me wrong, if its an open canopied jeep or ATV by all means uncover it all, show the crew, the rawness and exposure has beauty too... just that my design approach at the time was simply based around the original principle of being a hardened cockpit coffin and the pilot buried behind layers of protection. To my mind, it is very hard to just swap a part out and change the context and expect the design to carry the same meaning anymore. Players might not ever care, but I just felt the need to say my peace on that tiny matter. :) )

So anyways, I spent almost an entire year (2009-2010) on the project. It was one of the most transformational periods of my life professionally and testing in my personal life as well; the relationships forged and artistic growth, the incredible brain drain endured along with the soaring creative highs, no money can buy any of that. I will forever be grateful for the opportunity to have experienced it all and especially to have worked on the project of my dreams alongside some amazing people (credited above!), the game that made me a gamer. Can't wait to show more when I can and I sincerely hope my efforts have added to the joy of fans worldwide! Long live Planetside! :)

More on this piece:
-Credit to Steve Wang/John Laurence for the copy writing and backstory unless stated otherwise.
-One of the ideas I had to re-present Planetside faction tones was to adopt a Command and Conquer type palatte (yes, read on). Coincidentally, C&C had Nod, GDI and the Scrin that held very familiar colour palattes to the more colourful and saturated Planetside counterparts. Yet, at the same time these worked very well because the C&C palatte reflected what I would accept as grounded camoflague tones and meaningful colour accents. For example, the NC could shift from Yellow to Tan, a meaningful desert scheme that also reflected their guerilla nature, and have the blue and black as accent markings that also made sense from a visual standpoint. The TR would be generally Grey with red accents to reflect their origin (no spoilers here) and the Vanu, well, WYSIWYG. :p
-Anti-infantry weaponry ideas as a fan, this was to see less infantry engaging tanks up close and actually fearing to tread anywhere nearby.
-Vanguard also doubles as troop carrier, with expanding capabilities as more 'drivers' enter the vehicle to man the stations.
-One major change is the appearance of the twin guns being proposed as a single rapid fire 'autocannon'. I felt that having twin cannons would make the tank look heavier than the Vanguard and generally conflict with the style. The twin look would then be reserved for the modular upgrade: The AA variant (shown bottom right).
-One of Steve Wang's ideas at the start was a mine flail version as well to help serve as EOD for the tank division, and when things got hairy, to be used as a battlement wiper (if you know what I mean).
-On the styling. I suggested early on that perhaps the TR and NC could have their shape language swapped, not only to give each a fresher read but to better bring out the backstory and purpose of either faction. The NC would have a rounded, smooth Russian in-your-face aesthetic, while the TR would sport some ergo-stealth, oppressive angular design.
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This design springs from a discussion I had with another artist as to the features, role, and scale of a 175 ton tank. From there, it's now become the worst Christmas card imaginable.

Here's the background and specs of the tank, courtesy of :iconmisterartmaster101:

Now, this is the M6 'Schwarzkopf' of the revitalized United States of America. Due to advanced nano-tech and computers, materials science has advanced to a level unheard of previously. The reason it's so heavy is that most of the anti-tank weapons are either a) light-speed, b) near-light speed, or c) ranges from 8-12km/s in velocity. There is no 'dogging' in this world.

ECM as we know it is a thing of the past as Electronic Counter-Wave Measures has taken to the field making current E-War tactics useless (due to the fact the ECWM essentially cancels out RADAR and LIDAR and scrambles IR within a certain threshold that the ECWM unit has). Missiles have to be high quality to keep the FCS guessing or in massive quantities in order to breach the active defense system (composed on this model a .50 cal plasma auto-cannon) and the system's fire control which has a reaction time in tens of nano-seconds which is also tied in with the rest of the armament.

The linear cannon, a 150mm coil gun, fires off a 20 kilo round at 10km/s and comes in pure kinetic (rarely used because technology has overcome the offense>defense mentality thanks to rapid prototyping of armor and energy fields (and you still have to make a platform to utilize a more powerful weapon, which to conquer said defensive systems you need better materials and/or power plants to fire said weapon)), Plasma Jet or 'PlasJet' round (think HEAT on steroids and you get the idea), and High Explosive (Razor) Fragmentation or HEF (think Frag-Rounds but seriously OP against modern equipment, each fragment can detonate as well... and this is designed to go up against power armor that requires .50cal API rounds that are within the 13-14kJ energy ballpark to kill those within the lightest of PAs), and the affectionately named 'Mini-Reaper' 1.5kt miniature antimatter induced fusion warheads.

The .50cal HMGs, M2B4 series of HMGs (Ma Duse Mk II), fire high density rounds that explode inside the target at a velocity of 3km/s or more. The last weapon is a Free Electron Laser tuned to the UV-B wavelength. This is enough to kill an M1A2 with TUSK instantly with enough energy for a M8 AGS afterward.

The pic you see here is probably taken after the initial nuclear holocaust during the end of World War III or during the Siberian Campaign in the early days of WWIII in some random city. The guys in picture are a rare Union of Free Nations (the alliance the US is a part of in this world) 'light infantry' unit. Rare because cybernetics and power armor have replaced body armor as a means of protection completely in the Union and the Corporatist Confederation, even the 'body armor' is essentially a form fitting exoskeleton with advanced body armor on it that is resistant to modern battle rifle rounds. The Shino-Shiite Coalition however don't have the equipment to pump out high quality, low maintenance PAs and cybernetics so they use low grade 'body armor' similar to the Union and Corporatist's use for their mainstay army.
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