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There's a high res of this back in June's dropbox folder.

I think I like the idea of drawing transformers with more humanoid parts. It might start edging into weird and creepy territory though. Like the way transformers change, it would be totally unsettling for most people to see something with more human like features twist itself into a friggen semi truck or boombox.

This actually reminds me of this game that I thought was cool, way back in the PS2 days called Kinetica. It kinda has a dumb aesthetic that I think is really unique and sci fi and weird and cool. But it's also such an early 2000's comic book style with the blatant under clothed ladies and impressive digital shading. It was directed by David Jaffe who would go on to make God of War. 

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Philip D Jones

Mecha gal is lovely and I like this drawing a lot. Please help me solve a mystery I've wondered about since "Xena Warrior Princess." What is with bikini-style armor? Isn't armor supposed to protect? So "Hey, I'm all protected except for my awesome abs!" How does that work?

psudonym

Oh hey, I had some thoughts on this subject. Generally speaking in heroic fiction, there's rooms for all kinds of adventurers but you've got to consider the setting and what a certain outfit implies. I like to look at Conan and the sort of Hyboria setting as a neat example. Or the John Carter of Mars setting follows the same ideals. Armor is a decorative thing at best. But the real badasses were the ones not wearing anything to hide their physique and prowess. My shorthand for these worlds was that the less clothes you had, the less pretenses you carried. And you're a better warrior by your example. Or at least a braver warrior. It's obvious some settings place emphasis on armor and "realisitc" armor differently than others. The real challenge is how do you maintain consistency that gives you a wide variety of character expression in their outfits, while keeping everyone on a reasonably similar level of "realism" in their armor?