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I drew this real quick this afternoon when I couldn't focus on my big project.
He has no hands or legs.

I should really start working on my anatomy again.
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Never heard of that version of Fire Emblem ...

I finally had to call this image done. I started it well over a month ago and kept putting it off and putting it off. I'm sick of it. I like it too, but I'm sick of it. You guys have it. GET IT OUT OF MY SIGHT.

This will also be the first image I will debut trying out putting my URL on the image. I kept it small and probably will keep it small. I still feel uncomfortable about putting it there.

/tries to flip desk
/desk is bolted to ground

Fire Emblem is copyright Nintendo. Copyright symbol goes ... ... ... ... Here.

Not here.

Princess Plushestia..?
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Super excited about this image!

Good job to BronyState for sticking around for two+ years and here's to another two! And longer. It is seriously awkward to type this out because I'm tired and can't type eloquently.

Thank you spell correct for showing me how to spell eloquently without having to Google it.

Edit: Derp I've done this twice now. This is a commissioned piece.
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Apologies that I have not been about peeps – been busy with life, and a few commissions – like this :D

This is one of :iconshoguneagle:’s starship concepts for his Shootingstar story. The specs below gave me direction to what this vessel was to be – also :iconshoguneagle: was specific in its design philosophy; streamline, almost alien physiology; from the get go it was a task; it felt like a monster (despite being medium class) so I try to envision it as one.

Following the concept and plans were a major challenge – especially the notion of “two external mounted rapid deployment launch systems”. For a time I went down the road of a Battlestar style of ship; however I looked around and found an idea and went from there. The launch system is mounted one dorsal, and one ventral.

The large turrets mount plasma weapons that fire from blisters instead of clichéd barrels – an idea :iconshoguneagle: emphasised on. For the missiles, I went double in design – two of the batteries are mounted forward, the remainder are in blister like missile tubes on the outer hull.

The hangers for larger craft were going to follow the path of the launch systems but I felt that there would be no space for cargo, storage, and maintenance – so I made three of the bays visible with the fourth underneath; this also acts as protection to attack.

The Habu fighters designed by :iconbagera3005: I included for scale.

Hope you like - :iconshoguneagle: did :)

Like to hear thoughts, comments and such.

Hellfire specs are below :D




Name: Hellfire-class medium fighter carrier

Origin: Allied Star Forces/Space Combat Force

Manufacturer: Cirris Allied States Military Shipyard, Lagrange Point 5, Cirris orbit (initial construction yard)

Type: Interstellar medium fighter carrier

Control System: Bridge w/virtual control stations

Length: 755 meters

Width: 295 meters

Main Drive: 3 x 3.0 GW

Secondary Powerplant: 2 x 10,000 KW

Main Thrusters: 4 x Thermonuclear Fusion Engines

Verniers: 80

Acceleration: 3.8 g (maximum space acceleration)/1.5 light years per minute (faster-than-light capability)

Onboard Sensors: ECM, ECCM, fire control radar, hyperspatial distortion detector, infrared/ultraviolet, lidar, low-light, magnetometer, microwaves, motion detectors, radcounter, search radar, target analyzer, telescope

Fixed Armament: 20 x PD laser turrets, 6 x long-range anti-ship missile launchers, 8 x long-range anti-ship plasma cannons

Additional Armament/Compliment: 575 crew, 98 officers, 300 troops (includes 204 starfighter pilots), 96 starfighters (4 squadrons), 4
personnel transports/shuttles

Defensive Systems: Screen deflectors, PD laser turrets

Equipment: 2 x externally-mounted rapid deployment launch systems, artificial gravity system, escape pod system, interstellar communication system, satellite uplink, hangars (4; 4 for starfighters/shuttles/transient craft), hyperspace generator
Commissioned: 07/01/2887 (TFS Hellfire)

Ships of Class: AFWS Hellfire, AFWS Mephistopheles, AFWS Lucifer, AFWS Succubus, AFWS Incubus, AFWS Dis, AFWS Hades, AFWS Styx, AFWS Charon, 19 others in service
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Apologies that I have not been about peeps – been busy with life, and a few commissions – like this :D

This is another of :iconshoguneagle:’s starship concepts for his Shootingstar story. The specs below gave me direction to what this vessel was to be – also :iconshoguneagle: was specific in its design philosophy; streamline, almost alien physiology; Unlike the Hellfire, I had a clearer direction to go with the Starburst and was eaier to do; the only struggle was the plasma weapons that :iconshoguneagle: envisioned and good locations. In the end I decided to have two of them on each dorsal flank, and the third on the belly. Originally the third weapon was to be in the nose but with help from iconShoguneagle: and looking at the idea, I dropped the notion.

I was going to install missiles like the blisters on the Hellfire, but then realised that there was nothing covering the front, so I left the missile tubes there.

As the specs dictate, the Starburst has only fighter hangers; so I did them at an angle in the hull so that they can fly in but not take up too much “runway space”.

Finally the scheme; iconShoguneagle: wanted not just alien looks but also a different paint style to the Terrans – he envisioned swirls, and patches to break up its profiles and to mimic nebulas. This is the same on the Hellfire.

Hope you like - :iconshoguneagle: did :)

Like to hear thoughts, comments and such.

Specs are below.


Name: Starburst-class medium fighter carrier

Origin: Allied Star Forces/Space Combat Force

Manufacturer: Deep Space Allied Shipyards, B-2 Asteroid Field, Boras system (initial construction yard)

Type: Medium fighter carrier

Control System: Bridge w/screen control stations

Length: 600 meters

Width: 290 meters

Main Drive: 3 x 2.5 GW

Secondary Powerplant: 2 x 9,000 MW

Main Thrusters: 3 x Thermonuclear Fusion Engines

Verniers: 42

Acceleration: 3.5 g/1.5 light years per minute

Onboard Sensors: ECCM, ECM, fire control radar, hyperspatial distortion detector, infrared/ultraviolet, lidar, low-light, magnetometer, microwaves, motion detectors, radcounter, search radar, telescope

Fixed Armament: 24 x PD laser turrets, 6 x long-range anti-ship missile launchers, 3 x anti-ship particle cannons

Additional Armament/Compliment: 487 crew, 80 officers; 300 troops (includes 240 starfighter pilots) 96 starfighters (4 squadrons), 4 shuttles, 4 transports

Defensive Systems: Screen deflectors, PD laser turrets

Equipment: 2 x launch rack systems, artificial gravity system, lifeboat escape system, interstellar communication system, satellite uplink,

hangars (5; 4 for starfighters, 1 for shuttles/transports), hyperspace generator

Commissioned: 10/10/2886 (AFWS Starblazer)

Ships of Class: AFWS Starburst, AFWS Streaker, AFWS Sprinter, 35 others in service
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This is another commission for the great :iconshoguneagle: on another of his vessels for his Shootingstar story.

The Solar Flare is described as a heavy cruiser; a monster brisling with weapons with the intent to intimidate. However being an Alliance ship, it had to be something different; the Alliance are humans but have shunned their heritage and thus reflect it in their designs; organic, alien, sleek, unusual.

The easy part was the design – the hard part was the weapon’s layout; she is not a mover like a fighter – she is a battler, and it was hard to locate the weapons for this – but perseverance paid off and the end result is a ship I am very proud of!

For puritans, the hanger for subordinate craft is under the hull and ships are launched and loaded like the shuttles in Star Trek: Enterprise.

The unusual colour scheme is based on nebulas and stellar clouds – and also designed to intimidate foes.

Like to hear your thoughts and to :iconshoguneagle: thank you sir :D

Enjoy!! :)

For you stat hounds – see below her abilities.


Name: Solar Flare-class heavy cruiser
Origin: Allied Star Forces/Space Combat Force
Manufacturer: New Promise Orbital Naval Yards, New Promise (initial construction yard)
Type: Interstellar heavy cruiser
Control System: Bridge w/virtual control stations
Length: 782 meters
Width: 210 meters
Main Drive: 2 x 3.8 GW
Secondary Powerplant: 2 x 10,000 MW
Main Thrusters: 4 x Thermonuclear Fusion Engines
Verniers: 56
Acceleration: 3.3 g/1.5 light years per minute
Onboard Sensors: ECCM, ECM, advanced fire control radar, hyperspatial distortion detector, infrared/ultraviolet, lidar, low-light, magnetometer, microwaves, motion detectors, radcounter, search radar, telescope
Fixed Armament: 36 x PD laser turrets, 6 x long-range anti-ship plasma cannons, 6 x long-range anti-ship missile launchers, 4 x long-range anti-ship particle cannons
Additional Armament/Compliment: 534 crew, 60 officers; 368 troops, 4 shuttles, 4 transports
Defensive Systems: Screen deflectors, PD laser turrets
Equipment: artificial gravity system, lifeboat escape system, interstellar communication system, satellite uplink, hangars (1 for shuttles/transports), hyperspace generator
Commissioned: 6/31/2887 (AFWS Solar Flare)
Ships of Class: AFWS Solar Flare, AFWS Charger, 112 others in service
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A new wallpaper project! Phantasy Star Portable.
Phantasy Star is one of the greatest game series! Its great because you get to customize a lot of stuff and go out on missions.

This guy is my favourite but I don't own Phantasy Star Portable 2 ><"

Shizuru Shu (C) Phantasy Star Portable 2
Wallpaper (C) Me
Brushes (C) SS

(tsktsk, typical sci-fi fantasy villians)

Enjoy!

For more Phantasy Star Wallpapers visit: [link]
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Human Man (C) Phantasy Star Portable 2
Wallpaper Design (C) Me
Brushes (C) SS
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Kraz Muehler (C) Phantasy Star Portable 2
Wallpaper Design (C) Me
Brush (C) Z-design
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This is another piece I did circa 1990(ish) for West End Games' Star Wars RPG. The assignment was to show what a freighter like the Millennium Falcon looked like in it's stock form. The main things I did to the design was to:

a) Replace the upper turret with avionics systems.
b) Close up all the open hull plating that we saw on the Falcon.
c) To add strap-on cargo pods to the upper surfaces to expand the ship's carrying capacity.

This image also reproduces the pencil doodles for the art and design department that lightly accompanied the finished art. Personally I do like this later interpretation better, as it shows a great departure from the lines we recognize as The Falcon: [link]
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This was a surprisingly quick image. For decades I've wanted to do an image of the MacArthur and Lenin dropping into Murcheson's Eye from "The Mote In God's Eye". So here it is.... at least a quick "version 1.0". They may have had their Alderson Drive Fields up during this whole leg of the journey - I don't recall - but if they did, I claim artistic license as this is more fun to look at that two pitch black watermelons in space.


MacArthur mode by Paul Lloyd with optimization by Atra-Hasis. The "Lenin" is actually Bazze's ramjet, flipped on its back, squished in the z-axis and stretched in the x-axis (oh man, I just destroyed the magic again...). 2D-3D composite with Photoshop custom background. DAZ Studio render.

From "Building the Mote in God's Eye" by Larry Niven and Jerry Pournelle, collected in "N-Space" and "A Step Farther Out":

Long ago we acquired a commercial model called “The Explorer Ship Leif Ericsson,” a plastic spaceship of intriguing design. It is shaped something like a flattened pint whiskey bottle with a long neck. The “Leif Ericsson,” alas, was killed by general lack of interest in spacecraft by model buyers; a ghost of it is still marketed in hideous glow-in-the-dark color as some kind of flying saucer.

It’s often easier to take a detailed construct and work within its limits than it is to have too much flexibility. For fun we tried to make the Leif Ericsson work as a model for an Empire naval vessel. The exercise proved instructive.

First, the model is of a big ship, and is of the wrong shape ever to be carried aboard another vessel. Second, it had fins, only useful for at­mosphere flight: what purpose would be served in having atmosphere capabilities on a large ship?

This dictated the class of ship: it must be a cruiser or battlecruiser. Battleships and dreadnaughts wouldn’t ever land, and would be cylindrical or spherical to reduce surface area. Our ship was too large to be a destroyer (an expendable ship almost never employed on missions except as part of a flotilla). Cruisers and battlecruisers can be sent on independent missions.

MacArthur, a General Class Battlecruiser, began to emerge. She can enter atmosphere, but rarely does so, except when long independent assignments force her to seek fuel on her own. She can do this in either of two ways: go to a supply source, or fly into the hydrogen-rich at­mosphere of a gas giant and scoop. There were scoops on the model, as it happens.

She has a large pair of doors in her hull, and a spacious compartment inside: obviously a hangar deck for carrying auxiliary craft. Hangar deck is also the only large compartment in her, and therefore would be the normal place of assembly for the crew when she isn’t under battle con­ditions.

The tower on the model looked useless, and was almost ignored, until it occurred to us that on long missions not under acceleration it would be useful to have a high-gravity area. The ship is a bit thin to have much gravity in the “neck” without spinning her far more rapidly than you’d like; but with the tower, the forward area gets normal gravity without excessive spin rates.

And on, and so forth. In the novel, Lenin was designed from scratch; and of course we did have to make some modifications in Leif Ericsson before she could become INSS MacArthur; but it’s surprising just how much detail you can work up through having to live with the limits of a model.
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This is another from the stash of recently returned to me West End Star Wars art. I'm pretty sure all this is from Cracken's Most Wanted. My notes tell me that Safonne is involved here... but that's all I know... aside from the obvious! A Rebel Blockade Runner fires on a Action VI Transport (maybe the Wild Karrde?).

Of note, this is the only time (I'm pretty sure) that I ever got to do a 3/4 view on my Action VI design. So for what it's worth, the details here reflect the designer's intent.

Ink on tone board.
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This one's a work-in-progress: Not sure yet if I'm going to ink it and / or color it properly... but I liked the look of it at this stage so I thought I'd share.

This is another piece from my current Traveller campaign. The group's patron created a series of genetically augmented clones to act as his agents / bodyguards / special forces operatives. Dara-9 has been Travelling with the players, and they've recently encountered Dara-1, who went rogue and now works for a foreign power.
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An illustration for a cyberpunk adventure, which I *think* appeared in an issue of Challenge magazine, though I don't remember which one. Probably around 1991 or 92?
The figure work is painfully weak, but the tech came together pretty well. The drawing is kind of mid-way in my development, between what I was doing in the Cyberpunk books, and when I really got my groove on with Battletech and Shadowrun.

EDIT: Thanks to ~KhairulHisham for tracking it down! Challenge #61, 1992.
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Some of my earliest decent tech drawings, for the Traveller RPG (probably appeared in the "Megatraveller Journal", but I'm not sure). Very much inspired by the work of Rob Caswell (AKA *Arcas-Art! [link]
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Argosy 1 and 2 are accelerated into a Marsbound transfer orbit by their NERVA nuclear boosters. This burn adds 3.8 meters per second to the Earth's orbital speed around the sun, breaking the ships out of Earth orbit and injecting them on a long elleptical solar orbit. Most of the boost phase takes place in orbital night. Dawn comes as the combined ships rise in their outbound trajectory. They will be in continuous daylight from now until they enter orbit around Mars.

Rendered and modeled in Lightwave 10 and Photoshop CS 3

Thanks for taking a look!
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After Apollo 11 and Apollo 12, NASA used the momentum of those triumphs to launch their proposal to develop several pieces of hardware, the Nuclear Ferry or Primary Propulsion Module, which could provide regular transportation to Geosynchronous orbit and the Moon, and the Standard Mission Module, which could serve as a planetary surface base or orbital station. These, combined with a Science Mission Module specific for the destination, could be combined to form Project Argosy spacecraft, capable of missions to Mars, Venus, asteroids and comets. For these deep=space missions, the Argosy spacecraft would launch from Earth orbit, with two PPMs boosting the main craft into its transfer orbit, then separating, to decelerate themselves to return to Earth orbit for reuse. The lone remaining PPM would provide power and propulsion for the rest of the mission. In this way, a robust compatible collection of manned craft would be available for standard missions, in a flexible architecture to meet varieties of mission needs. I've attached the name Argosy, or treasure fleet, to the project.

In  this image: The two orbital components of the Argosy fleet trim their elliptical orbit near Phobos. Mars' two moons, Phobos and Deimos, are two of the darkest objects in the solar system.

Photshop and Ligtwave 10. Mars is the normalmapped masterpiece by Nick Stevens at Foundation 3D.

Thanks for having a look!
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With the 2 Argosy Spacecraft safely on their transfer trajectory to Mars, they close together, rendezvousing in a nose to nose orientation. EVA teams from both ships rig 100 foot tethers between the ships, installed on computer-controlled tensioners. As the ships slip past the Moon, the crews finish up and return to their respective vehicles. Once secured, the appropriate attitude jets will fire to spin the 2 craft around their center of mass to provide centrifugal force equal to about 1/3 of an Earth gravity ( Mars gravity) in the crew modules. The craft will be despun and separated for the deceleration into Mars orbit.
For details about the 1969 proposal I'm basing this series on, here is a very good synopsis: [link]

Modeled and rendered in Lightwave 10.
Thanks for taking a look.
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Gina's Leonard Nimoy obsession hasn't come up too often, but it's been mentioned a few times...
Still this little strip should bring everyone up to speed on that... And the turmoil caused by Penny's payback!
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Almost done. But this panel made me want to show it off here. I'm gonna miss working on this book when it's done.
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I'm so happy with the way this issue turned out.
Here's a peek
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So, I still have a love for Phantasy Star Online since it was the first ... sort of MMO... I ever played. I had wonderful friends and a great time. Since the release of PSO2 I\'ve made character to run around on and mag feed, but don\'t have too much time to sit and play.

Regardless, here is my Eis, Ship 7, all done in PS.

Slowly working through all of my friends.
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Phantasy Star Online art!
Original linework here: [link]

Instead of drawing new things, I finally got around to coloring this picture. Suffice to say, this was a beast to color, but I'm more or less happy with the way it turned out. Now with colors, it should be more recognizable to see the transition of PSO characters to their PSO2 counterparts.

[Minor edits: digitally extended the canvas size to give the left more breathing room-- as the hunters leap towards the white unknown. Also created a glow effect surrounding the hunters-- based on official PSO2 art I saw.

Lastly, added title logo and PSO 10th anniversary to fill in the empty space. If the latter is an issue, I'll remove it.]

Time: ~12 hrs digital.

Enjoy! Comments and critiques are very much appreciated! Fullview to see detail, if you'd like.

Artwork belongs to me.
Phantasy Star Online and PSO2 belong to Sega.
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Colored linework: [link]

I've been in a drawing mood lately, and this is my latest entry.

PSO, I have not forgotten you! In fact, I've actually been playing PSO:BB with nostalgic memories in recent weeks, and in the meantime, I've been keeping updated on Sega's PSO2 development. Their releases of character concept art have proved immensely helpful in the creation of this drawing.

So here it is. PSO art in some time-- PSO2 no less. Classic character classes transition from their PSO1 designs to their PSO2 counterparts.

I'll most certainly be coloring this-- though the process will take some time. In the meantime, comments and critiques are very much appreciated!

Artwork belongs to me.
PSO2 belongs to Sega (please localize it here!)
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Though the drawing itself is nothing original, I simply had to paint this...
-acrylic paint-

Mega Man Zero © Capcom.
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[::: PSO RAcaseal:::]

yup! As i said before there is NOT enough PSO fanart out there! the designs are just too fantastictcialistic to ignore!

And so it continues. Hrmmm, Painter, one layer, about 2 and a half hours. I dont like the background but well ... Spending any longer than that on a pic at this stage defeats the object.

I believe the actual character name is Elanor but ... hrm, the single player characters really were nothing to do with the PSO experience. its all about the onlineeeeeeeee!

[link]

Viva la dreamcast! when games were AWESOME
. not just "good"

[::: PSO © SEGA, Sonic Team :::]
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PSO Fanart - thanks for looking!

This is a comission - if you'd like me to draw your pso character or anything from PSO similarly to this let me know by sending me a note or emailing me opticneuralinterface@yahoo.co.uk
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Phantasy Star Online, lots of fun - commission

website: www.martinhoulden.com
twitter: twitter.com/martyhoulden
tumblr: martinhoulden.tumblr.com/
Facebook: www.facebook.com/MartinHoulden…
email: martin@martinhoulden.com

Fanks!
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