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... and here's Gotham's version of a Riot-tank/personnel carrier..... I also wanted it to look like a 70's suv to match the 'cruiser'.... this thing is VERY VERY armored, so it needs to have a HUGE engine to move it.... This thing is probably LOOOOUD as hell, so you'd know the 'sh&ts hit the fan' somewhere if you hear it's engines from a mile away! :)
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ARRGHHH... I can't find the final-color version of this design... but anyway, this gives you the idea... for Metropolis, I wanted it to still feel like the 50's/60's idyllic America... the cars all have Art Deco shapes and moldings, and look like they are made out of pure steel... heavy as hell, but still with elegant 'lines' ...basically, Metropolis has money to spare, so they can afford 'pretty' cars for their cops! :)

... the final color version was done so that the car had lots of chrome and the paint was all pretty and polished!
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This one, I wanted it to be TOTALLY contrasting to Metropolis' squad car... in my mind, Gotham is so corrupt that it never has money to buy new equipment for it's Cops, so they have to make due and fix equipment and vehicles they've had for 20 years, BUT they've gotten REALLY good at it! :)

Instead of doing the typical 'Mobster' car we typically see in Gotham, I wanted to do muscle cars from the 70's instead... mean 'gas guzzlers' that came straight out of MadMax or any Dirty Harry or Charles Bronson movie.... these cars aren't meant to be pretty, BUT muscular and scary as they chase ur a$$! :)
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*
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*sketchup
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*sketchup
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Here are some more concepts for Space Vagabonds.

Copyright - Gregor Theado
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Here are some more concepts for Space Vagabonds.

Copyright - Gregor Theado
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Drop Ship Concept art for a little private project called Star Fall by two 3D guys, Louis Boka and Ferdinand Reginensi.
They have websites where they show some of the work for this. Not sure about progress and scope of all this really. I provided some concept art is all. Check it out! Some pretty awesome renders there.

[link]
[link]
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Turret for my next car. hmmm. quite obvious...
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A tank I did on the Heavy Gear Blitz "Forged in Fire" Southern Field Guide, for Dream Pod 9.


copyright by dp9 - [link]
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So here is another minitank, in three versions and I don't know which is the best. Hmmm. MAybe you can help...
ach and them colors aren't nice, I know, but I'm just lazy...
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Machine Gun electric Hot Rod...
No engine, BIG useless F1 intake, Hot Wheels redline wheels and BIG machine guns...
Is it possible? Who cares, it's a toy

All comments are welcome
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Hot Wheels SuperBee in action...
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Hot Wheels Volkswagen vans, tow and cement truck.
I miss some cool customized tow and cement trucks in the Hot Wheels line, Matchbox made the best imo...
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I'm available for freelance work if anybody is interested.
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carrier
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Shield generator spaceship.
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some more production design fun
thanks for looking guys
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some more doddle stuff that went further
the cockpit it covered when in combat
inspired by my Favorite games homeworld and metal gear solid

cheers for looking!
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the top one is a fan idea for a huge mobile base for  shipbreakers universe and a quick idea for the bottom one a road stealth beast truck haha
cheers for looking
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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.
-Concept presented in 'Nanite Grey' since its a common pool vehicle. (NS Logo designed by me)
-The idea behind the updated lightning was to feature a 'variable stance' flexible frame to handle rough terrain. The side was intentionally left looking like industrial rebar to push the lightweight 'skeletal' feel as well as to suggest later-stage armour addons like modular skirting and so on.
-The Brief was to give Nanite Systems a rather ironic 'corporate sleekness' to the design, since it is an arms manufacturer to the three factions, branding would be important to showcase its presence on the battlefields of Auraxis and beyond. I had lots of fun working in the curves and contrast between what could be made 'pretty' and what had to be left functional.
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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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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.
-Concept presented in 'Nanite Grey' since its a common pool vehicle. (NS Logo designed by me)
-The Brief was to give Nanite Systems a rather ironic 'corporate sleekness' to the design, since it is an arms manufacturer to the three factions, branding would be important to showcase its presence on the battlefields of Auraxis and beyond. I had lots of fun working in the curves and contrast between what could be made 'pretty' and what had to be left functional.
-Full interior bay and multiple access points can accept the largest tank designed at the time, the TR Prowler. The bay was designed to be modular and can store 2 lightnings, full standard complement of 12 troops(Planetside 1 squad scale).
-AWACS dish can be mounted on tail boom
-Side cabin door mounts can install 'AC-130' style gunship weapon stations, transforming the Gal into a circling killer.
-My favourite of the lot, this is in my opinion the one vehicle that I have 'updated' which closest matches to the original Planetside's version. Most changes were to the cockpit to reflect the 'drone' hardened canopy as well as the muscular back to create a more powerful and graceful view from 3rd person chasecam. I think thematically it speaks to the Galaxy's nature as workhorse airship! It definitely had to command a majestic silhouette when viewed from below, like some kind of avenging angel with its 'angelic' curvy canards and wings, rear slats extended and front loading 'mouth' opening, gunners firing from all ports while soaring down into the battlefield.
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This is my latest project. It is basically an autogyro time-framed in 1969-1972. Two paired turboshaft engines are coupled to a rear, contra-rotating propeller. Lift are created by the two, counter-rotating intermeshing rotors. Pressure air purged from the compressors can be used to put on rotation the rotors to obtain an early lift and so reduce take-off run.
Pilot get forward view (in visible and IR wavelenght) by means of a forward-looking camera pointed through a clear panel. Oblique view is obtained through the oval windows, to control visually the rotor heads.
Armament comprised two 20mm cannons and a six-barrelled 12.7mm Gatling gun. A radar allows for target acquisition and rangefinder duties.

I needed two weeks from his inception in hand-draw sketches to the final render.
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A brief explanation of the basic internal features of this early aircraft design. The free-piston engines are of the type designed by Prof. Otto Lutz as a swing-piston gas generator. They provide hot gas to the centrally mounted gas turbine geared to the pusher propellers.
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In this phantom view can be seen the four Hydrogen Peroxide (T-Stoff or Perhydrol) tanks; fore and aft serve also for buoyancy purposes. The eight torpedoes can be seen inside his rotary launching tubes.
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Wonder Woman from Injustice: Gods Among Us
Developer(s) NetherRealm Studios
Publisher(s) Warner Bros. Interactive Entertainment
[link]
Damaged Version
[link]
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Deathstroke (Insurgency) from Injustice: Gods Among Us
Property of NetherRealm Studios and Warner Bros. Interactive Entertainment
I do not own anything.
Use for in-character fanart only.
DOWNLOAD: [link]
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"In brightest day, in blackest night,
No evil shall escape my sight.

Let those who worship evil's might
Beware my power--Green Lantern's light!"

IMPORTANT STUFF:
================

- Old XNALara and XPS versions of the models available. XPS versions take advantage of the latest emissive groups and bloom effects while the XNALara versions use a shadeless render group for Green Lantern's glow effects.
- Contains 2 models, normal and battle damaged
- Includes 2 bonus poses as seen on the preview image
- For in-character, fanart use only. Absolutely no commercial gains can and should be obtained out of these models.
- Do NOT re-upload/re-distribute please!

Green Lantern belongs to DC Comics.
His in-game 3D model, Injustice: Gods Among US are all property of Netherrealm Studios.
No copyright infringement intended.

If you like these models please support the developers by buying their games! :)

Other Credits:
==============
- :iconhowfie: for sending his files over and for being an uber awesome site admin. :D
- :icontrdaz: for providing the goodies in the first place.
- Ported and posed by :iconiheartibuki:

Enjoy!

Team Sticklove

SkyDrive : [link]
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