Worked up some kitbash pieces to push hardsurface complexity and continue to play with animation. I wanted to see how versatile a small set could be across different designs, I found a robust and strong blocking out phase helped to work out what could be shared and make sure the designs made sense. I also restricted colour use to push a bit more realism and not rely on it to distract the eye. All inspired by metal skin panic, 90s anime and Ian Huberts mechanical meshes.
simple rig