I made a decision earlier this year that 2014 would be the year that I finish Scrap Metal TCG. Looking through the lists of parts and items that I have made over the years, I know that re-designing them and rendering in 3D is going to be a time consuming project, but it will be worthwhile in the end.
The latest design is the Mace Arm (http://wp.me/p3bKtW-5H), which is a melee weapon, and I think I should take a moment to explain some of the design choices that I have made. Firstly, even though it is an arm, you’ll notice that it isn’t in the usual “big round ball/oval” that I usually make. After a long think, I decided that would not be the best way to portray these parts, as it would give them the appearance of being big, bulky and slow.
As I thought more on the subject, I thought of other parts that would also be melee weapons, and one that sprung to mind was originally listed as a basic arm – this is my next design to work on, and it has some interesting features, but that will be covered later. As it will represent what a robot would be like with a working hand, it would make sense to have it appear that it has a forearm, rather than the Popeye-esque ellipse. And so, that logic will be applied against melee weapons.
So what’s with the straps on the wrist? Well, those are purely for my delight. It started as a conversation with a friend on the matter, and we joked about robots with belts. I was working on a rough “look” for weapon types, to offer some distinction, and although I don’t always stick to it (it’s a guide rather than a rule), I thought it would brighten it up a little. As proven previously, my designs are not always about dangerous or realistic weapons.
Finally, there are the bolts sticking out of the shoulder. I thought that these gave it a good look for defence, and so added 6. I just wanted to make it look like it could take damage as well as dish it out!