Mobiusdiablo's Mecha R&D Department

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mobiusdiablo
Posts: 130
Joined: Fri Jul 09, 2010 11:49 pm
Location: Gryps 2

Mobiusdiablo's Mecha R&D Department

Bit late to the party I see, but late's better than never. I'll be honest, I don't have much of a story anymore to my mechs, I simply design them, whatever you see on my DA has long past.

I DO take requests, however, I also emphasize that this is a mere hobby of mine; it may not come out the way one imagines, and I reserve the right to decline any request for any reason. If I do take a request, I'll do my utmost to complete it, to the best of my abilities. Unfortunately, the program I use, DoGA is rather limited, so the odds of me successfully making a canon/official version of a mech is rather low. Any requests that I do will be posted on my DeviantArt account, followed by a link to it below.

Alright, starting with the first...

XEGMS Series (Circa 2008-2009)
XEGMS-001 Haven Gundam
My original Gundam design, it... doesn't look like a Gundam at all. I barely knew how to utilize DoGA (the program I use) in comparison to what I do today, and considering how painfully unskilled I was back then, Haven didn't come out that bad in my opinion. This machine's gimmick was the overpowered World Terminus beam cannons attached to its waist, inspired by the Gundam X's satellite cannon.


XEGMS-002 Wyvern Gundam
2011 redesign
Wyvern was my second Mobile Suit that I made, and the original stands as one of my favorites (though apparently not for anyone else so far). Inspired by Epyon, Wyvern itself doesn't transform, instead it relies on its Guren Mk.2-like energy claws to do massive damage. The redesign made it a little more practical, ditching the chest flamethrowers for plasma launchers as well as giving it a normal manipulator, but that arm seems too large.

XEGMS-003 Gundam Raze
Upon looking back, Raze was an... interesting design, but simply too Zakuish (note the head). I think it was also one of the first to not bite off heavily from a certain Mobile Suit, which gives me that unique feeling. However, it aped more off the Genobreaker Zoid, with its massive claws (which would emit high power beams to use as a odd-shaped beam saber).

XEGMS-004 Angel Gundam
I forget if Angel was the first or last of the XEGMS series that I'd designed (I don't necessarily upload them in order), and that was my first main attempt to create a Gundam-type head (which ultimately failed). This unit's gimmick was elongated beam sabers mounted in the shoulder armor/wings, reminiscent of one or two of the Innovater suits from 00, as well as the wing and chest cannons (latter inherited from Raze).

Trinity Series (Circa 2009)
XEGMS-005 Trinity Gundam
The Trinity series was kicked off by this monstrosity, which was excellent for me at the time. Considering I essentially tried to merge Strike Freedom with 00 Raiser while mashing together parts from Haven, Wyvern, and Angel (I was young and naive back then >>), it could have come out a lot worse.

XEGMS-005+ Trinity Gundam Mk.2
By this point, I had gotten the expansion parts for DoGA, and this is the first place that I had utilized them. It was also shortly after this I had started getting more knowledgeable about Gundam and mecha designing in general and realized that spam wasn't everything. Beyond the half-hearted attempts to rectify the older designs, I opted instead to start from scratch, using more original ideas as well.

KnTOMS-GX000 Trinity R3
Sadly, like Hei-roh, I lack Trinity R3's original design, it was wiped after my old computer got virused and unusable. Unlike Hei-roh though, you're not missing anything from the older design. Here, I decided to make Mobile Suits suited for specific roles, which I normally hadn't done until this point; in Trinity's case, it's a heavy assault craft, utilizing six massive proto-bits mounted with shield generators, which could double as large beam sabers when not being utilized, as well as having downgraded beam cannons.



KnT Series (Circa 2009-2011)
KnTOMS-GX001 Gundam Hei-roh
This Gundam was one of the first that I made that actually remotely looked like a Gundam; its gimmick was the utilization of sixty four EMP emitting bits (very small), designed to cripple and disable opponents for it to take down with its otherwise standard weaponry. Trinity was redesigned shortly after Hei-roh's creation, however I sadly lack Hei-roh's original design, which was very Zeta-esque. By comparison, this one reminds me more of a Gundam Mk.2

KnTOMS-GX002 Phoenix/Flare Gundam
This is one of the remaining designs that possess its normal version (however I've never got around to redesigning it either). Flare was one of my attempts at a transformable craft, and while not bad for the time... it's still somewhat atrocious IMO. A later transformer wouldn't come along for another two years or so. This machine also used eighteen normal funnel-like bits, along with wide, elongated 'beam wings' and a railgun. Upon creation, I didn't know an actual Phoenix Gundam existed, so now I officially refer to it as Flare.


KnTOMS-GX-ERROR Chorus Gundam
So I stand corrected with the Hei-roh statement. Chorus utilizes the original Hei-roh frame, but ditches the Mk.2/Jegan binders on the back to mount the Flare's beam wings on, and to hold two of Trinity's proto-bits. In theory, it's made to use all their remote weapons, for a total of 88. I quickly realized it was approaching original Trinity overpowered territory, so it was lost in the sands of time. The only reason why I keep it around is because it's the closest thing I have to the original Hei-roh.


Invoker Subseries:
KnTOMS-GX003A Invoker
KnTOMS-GX003B Evoker
KnTOMS-GX003C Sorcerer
These were one of my much later attempts to create a transformable unit, and though they sufficed for my purposes, it honestly still doesn't hold up. Though it's under the KnT line, it technically belongs in its own section. Its two variants, Evoker and Sorcerer were made to fill different roles (Invoker for close combat/dogfighting, Evoker for long range strategic strikes, Sorcerer for bombing and anti-ground attacks).

Radiance Series (Circa 2010)
(KnTOMS-GXR) Gundam Radiance
Without back unit

For a long, LONG time, this was my prized piece, what symbolized what I did and could do. I still take pride in Radiance for what it helped me do and how it looks, but it's time has come and gone. It's the first Gundam that actually looked like it could pass as an actual Gundam (I went back and redesigned Trinity and Hei-roh to give them Radiance-type Gundam heads), and it's probably one of the major trendsetters for my designs (larger skirt armor, body swept back and/or elongated). It's also the first I decided to balance with real weaknesses - without the MIRROR backpack unit, it only has rifles and beam sabers at its disposal (well and okay, its 16 bits), and even with the back unit, its firepower only increases a little. Finally, though it can be operated alone, it requires three pilots for full effectiveness (one to pilot, one to shoot with the back weapons, one to control the remote weapons) it


Radiant
I eventually decided to gruntify Radiance and use variants of it in a RP, and the Radiant was the result. Only requires one pilot, but it loses the ability to use the MIRROR unit, it dumps the remote weapons, and is stuck with rather standard weaponry; it emphasizes evasion and agility over sheer firepower.


Radiant Subseries
Radiant Feysoul
Radiant Rapture
Radiant Valkyria
These are further RP variants of the Radiant, fitting it for different roles (each version based on an already made MS, the psuedo-Eldritch Feysoul, the ECM/cloaking Rapture, and the long range Valkyria. They don't have all the same equipment as their counterparts, but it makes each of them much more formidable.

Eldritch Series (2010-2012)
CMS-02 Eldritch
Originally made for a change of pace from my Gundam-types and for an RP, the massive Eldritch (roughly 22 meters in this version) quickly grew on me, easily contesting Radiance in terms of appealing design and showing what I could do. All the Eldritch series utilize a Gunbuster-like Trace system emphasizing close quarters combat as well as a GN Drivetrain, a personal invention of mine for the RP it was in (think a Drive spinning on top of another). Eldritch's primary weapon are its piles, made to smash through enemy armor and either concussion or crush the pilot to death.

CMS-02+ Giga Eldritch
Eldritch was large, heavily armored (could take a battleship cannon to the face... once...), and above all, AGILE, with its 62 verniers and dedicated maneuvering thrusters. However, the two things it lacked were a good ranged weapon and speed. I felt fine keeping these weaknesses, but since the admin said go for it, I created the Giga pack, which adds flares, grenade cannons, and painfully-needed speed thrusters to make it keep up with normal Mobile Suits.

CMS-02/D Eldritch Driver
In another RP, I had permission to utilize Eldritch again, but I wanted to make it progress differently than the original had. So instead of going all SEED-MSV and adding bigger backpacks and external equipment, I opted to make Eldritch bipedal (versus a chicken walker), and add a special 'Armor Driver' based off of GaoGaiGar's Dividing Driver. This weapon worked like the previous piles Eldritch used, but once impaling into the target, the tip would open into an anchor-like shape before it was pulled out, ripping the armor (and possibly limbs or hatches) clean off. This is also the biggest Eldritch design to date, coming in at 31 meters, making it Psyco sized.

Eldritch 'Master Grade'
Looking back, I saw Eldritch, and I liked how the design had evolved; but since both RPs had gone off and died, I was likely never going to be able to use my beloved behemoth ever again. Instead of letting it hang to dry, I made a sendoff with the 'Master Grade' project, a reimagining of the original Eldritch, while paying absolute attention to detail. Everything on it was redesigned and tweaked; from figuring out how to change thruster emission colors, adding beam cannons to the piles, to creation of my unique 'Eldritch' head. It also puts the other ones of its line to shame, utilizing over a hundred maneuver thrusters, having dedicated boosters, four beam sabers, changing the upper binders to sub-arms, and other small details.

CMS-03 Feysoul
Feysoul Blaze
Feysoul Coma

Feysoul was originally intended to be a full upgrade from the Giga Eldritch in the first RP it debuted in, able to attach and purge different parts (the Blaze Boosters and Coma Thrusters), while packing a variety of weapons, from railguns to piles. Ironically enough, for some reason my character was HORRIBLE in Feysoul, but returned to his ace state once downgrading back to the original Eldritch.


"Divine Comedy" Series (2012-present)
Paradisio
Robot Mode
Flight Mode

Paradisio honestly came about as a sheer coincidence, as I was working on another machine at the time when I realized 'holy s... this thing could transform easily!' After multiple other models and tinkering, this version of Paradisio came out as my favorite of the bunch. Not wanting to neglect the others I made, I opted to pull an AGE, and utilize the others as wear-parts for Paradisio for different roles. The default version comes with dual barreled pulse guns, three beam sabers (one mounted in the shield, two in the wings), leg blades replacing feet, and as a callback to my old Zoid days, one electromagnetic charged particle cannon.

Paradisio Purgatorio
Robot Mode
Flight Mode
Original Robot Mode
Original Flight Mode

The first version to get altered into wear-parts for Paradisio, Purgatorio saw quite a few changes, including its color scheme from black on gray to bronze on blue. That being said, the concept; a mid to long-range gunner version of Paradisio remains intact. Beyond the leg blades, its armament consists of quad-vulcans mounted in the back, beam submachine guns that can pivot when mounted on the wings, and a linear sniper rifle for maximum range.

Paradisio Inferno
Robot Mode
Flight Mode
Original Robot Mode
Original Flight Concept

Inferno is my most recent project to date, and it's come a long way. This is the one responsible for making the entire Divine Comedy series possible, and I'm happy with the end result. As the close range and multi-target specialist, Inferno uses spread missiles, heat katanas (double as wings in flight mode), the quintessential leg blades, and a beam scatter cannon, similar to the Z'gok thing from MS igloo.

Miscellaneous Machines
CMS-04 Rapture Gundam
Non-Gundam version

Cataclysm

Gundam Valkyria

ELFCU-X111 Saber

Unnamed transformer mech, affectionately nicknamed 'Mobius Gundam' among friends
From 00 S2 ep 25

Tieria: As long as you keep looking down on them, you'll never understand them!
Ribbons: *has Newtype-y flash of AGE, of Kio and his UNDERSTANDING replacing his show* I DON'T WANT TO UNDERSTAND!
User avatar
mobiusdiablo
Posts: 130
Joined: Fri Jul 09, 2010 11:49 pm
Location: Gryps 2

Non-Mobile Suts

Placeholder for my non Mobile Suit creations, will update soon.
From 00 S2 ep 25

Tieria: As long as you keep looking down on them, you'll never understand them!
Ribbons: *has Newtype-y flash of AGE, of Kio and his UNDERSTANDING replacing his show* I DON'T WANT TO UNDERSTAND!
User avatar
mobiusdiablo
Posts: 130
Joined: Fri Jul 09, 2010 11:49 pm
Location: Gryps 2

Requests

Placeholder for request list and status, will update when recieved requests or if something comes up.
From 00 S2 ep 25

Tieria: As long as you keep looking down on them, you'll never understand them!
Ribbons: *has Newtype-y flash of AGE, of Kio and his UNDERSTANDING replacing his show* I DON'T WANT TO UNDERSTAND!
Osaka
Posts: 11
Joined: Sun Jul 08, 2012 6:03 pm

Re: Mobiusdiablo's Mecha R&D Department

Mechanically sound but you need to explore proportions and posing. Your poses look boxy and static and to be quite honest, I don't like them.

The machines themselves are far too focused on lots of spikey little protrusions instead of having a distinct and noteworthy outer profile. Generally, it helps if you blot in the shape of your machine in a paint-app ignoring the details to figure out what the outline profile should be. Once you have something you think looks cool, doodle over it. Simple as.

Go for a more dynamic look if you can but don't create design work that depends utterly on it or it'll look stupid in neutral poses. Gundam SEED suffered from this in a big way -- the reliance on cool poses to offset the massive backpacks.
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