Axtlan's Model Sheets - Formation (Buildings)

More complete plans for the Formation structures. Trying to lock the main mass, tower height, ramps, cores, armor bands, and hardpoints while keeping the buildings heavy and easy to read.

This is where the earlier fortress shapes become repeatable structures with specific jobs. Still minimal, but clear enough to take into later rendering or 3D work.

More complete pass on this one. A turret with a stronger base now. Less like a vague eye structure and more like something that watches, controls, and stays there. Here I was mainly locking the proportions and the parts before the final artwork.

More complete pass on this one. A turret with a stronger base now. Less like a vague eye structure and more like something that watches, controls, and stays there. Here I was mainly locking the proportions and the parts before the final artwork.

Model pass. Bigger cannon structure. Anti-vehicle, maybe, maybe just general heavy defense. More committed now. A weapon stuck on a building, more like the building was made for it. Checking what still needs to work in 3D.

Model pass. Bigger cannon structure. Anti-vehicle, maybe, maybe just general heavy defense. More committed now. A weapon stuck on a building, more like the building was made for it. Checking what still needs to work in 3D.

This is where the earlier idea starts to settle. Air-defense tower. Charged beam type. The whole structure exists to hold the weapon steady and keep it working. Still leaving room for changes, but the main construction should work now.

This is where the earlier idea starts to settle. Air-defense tower. Charged beam type. The whole structure exists to hold the weapon steady and keep it working. Still leaving room for changes, but the main construction should work now.

Small power structure. Clearly, a utility building. This pass is mostly about proportions, construction, and making sure the design still reads before the final rendering.

Small power structure. Clearly, a utility building. This pass is mostly about proportions, construction, and making sure the design still reads before the final rendering.

Larger power setup. More output, more mass, more Formation in it. Closer to something they would actually build at scale. This is the cleaner handoff toward 3D.

Larger power setup. More output, more mass, more Formation in it. Closer to something they would actually build at scale. This is the cleaner handoff toward 3D.

A more controlled pass on the same idea. Processing structure. Industrial. Vague refinery idea, something tied directly to heavy production or resource handling. The silhouette and main parts should now be clear enough to reuse later.

A more controlled pass on the same idea. Processing structure. Industrial. Vague refinery idea, something tied directly to heavy production or resource handling. The silhouette and main parts should now be clear enough to reuse later.

Liquid Krek handling or extraction structure. Industrial. Less about defense, more about controlled processing, storage, or harvest. This model pass is mainly about the silhouette and scale.

Liquid Krek handling or extraction structure. Industrial. Less about defense, more about controlled processing, storage, or harvest. This model pass is mainly about the silhouette and scale.

Silo structure. Could be energy, could be resources. Still doing both at once, maybe. More stable as infrastructure. Here I was checking what needed to stay fixed and what could still change before the final artwork.

Silo structure. Could be energy, could be resources. Still doing both at once, maybe. More stable as infrastructure. Here I was checking what needed to stay fixed and what could still change before the final artwork.

More complete pass on this one. Enforcement building. Barracks, police, para-military, something in that range. Its Internal control is more than open war. Here I was mainly locking the proportions and the parts before the final artwork.

More complete pass on this one. Enforcement building. Barracks, police, para-military, something in that range. Its Internal control is more than open war. Here I was mainly locking the proportions and the parts before the final artwork.

Taking this idea into a cleaner plan. Higher-order structure. Administration, religion, and military authority may all cross over together. Central and more deliberate. The main thing here was keeping the role clear while fixing the shape and equipment.

Taking this idea into a cleaner plan. Higher-order structure. Administration, religion, and military authority may all cross over together. Central and more deliberate. The main thing here was keeping the role clear while fixing the shape and equipment.

Factory structure. With their level of particle control, this starts leaning more toward fabrication than ordinary manufacturing. It could build serious things. This is the cleaner handoff toward 3D.

Factory structure. With their level of particle control, this starts leaning more toward fabrication than ordinary manufacturing. It could build serious things. This is the cleaner handoff toward 3D.

Helipad structure. Still simple, Integrated into the actual Formation architecture. This pass is mostly about proportions, construction, and making sure the design still reads before the final rendering.

Helipad structure. Still simple, Integrated into the actual Formation architecture. This pass is mostly about proportions, construction, and making sure the design still reads before the final rendering.

Airstrip or transport platform. Heavy landing and service zone shaped around how their systems would actually work. This model pass is mainly about the silhouette and scale.

Airstrip or transport platform. Heavy landing and service zone shaped around how their systems would actually work. This model pass is mainly about the silhouette and scale.

A more controlled pass on the same idea. Naval-yard type structure, or at least something adapted from enemy coastal infrastructure. Still very formed in shape. Imposed use. The silhouette and main parts should now be clear enough to reuse later.

A more controlled pass on the same idea. Naval-yard type structure, or at least something adapted from enemy coastal infrastructure. Still very formed in shape. Imposed use. The silhouette and main parts should now be clear enough to reuse later.

Working this into a repeatable model plan. Tall leadership or government structure. Centralized, strict, and elevated above the rest without losing the military side. Not final yet, but the scale, stance, and equipment should stop moving around so much.

Working this into a repeatable model plan. Tall leadership or government structure. Centralized, strict, and elevated above the rest without losing the military side. Not final yet, but the scale, stance, and equipment should stop moving around so much.

Top-order weapon structure. Religious too, or symbolic in that way, Formation likes. Control made into architecture. Here I was checking what needed to stay fixed and what could still change before the final artwork.

Top-order weapon structure. Religious too, or symbolic in that way, Formation likes. Control made into architecture. Here I was checking what needed to stay fixed and what could still change before the final artwork.

More complete pass on this one. In Formation, storage is part of strategy, and strategy prefers structures that last longer than the emergency that justified. Here I was mainly locking the proportions and the parts before the final artwork.

More complete pass on this one. In Formation, storage is part of strategy, and strategy prefers structures that last longer than the emergency that justified. Here I was mainly locking the proportions and the parts before the final artwork.