Doesnt really look that way when your inside of the editor, perhaps its just the zoom? in the new version all that i added were some things i were still questioning in the last update, there isnt any Bone updates and there might not be until somebody has a REAL problem with the bone design then i will update the bones.
No itās not just the editor. Look at the figure from the side - thereās no depth for the size.
On what parts exactly? Hmm?? the only really thin part i see is the bottom legs.
Thatās not how this game works.
Iām not going to waste my time building something in a three dimensional program I dislike immensely. But thatās irrelevant.
Instead Iāll take the time to explain in brutal detail exactly what I mean. Through pictures.
Take the first picture of your last update.
http://board.ttvchannel.com/uploads/db5640/original/3X/4/d/4d5657f865bd2115428dcd2a43b1081a90b111bd.png
Look at the legs.
Notice how they are one unit wide? Thatās the flattest possible design when using Technic in any logical way.
Now look at the front.
Why are the legs so long? Thereās no reason to have so many liftarm junctions. The only reason theyāre that long is for the sake of size.
Now, letās take two MOCs from people I consider quite advanced in designs, and then a third from my own collection.
First is credit to BoltTron. Youāve probably heard of or seen his MOCs.
This is his most recent design. I consider it to be his best MOC to date.
Letās look at the legs.
Rounded.
Three dimensional.
Well sculpted legs.
On a MOC I can reasonably assume to be of similar size to your own.
Iām not saying to straight out copy these, to be clear. Iām simply stating that they are of high caliber design, and using them as an example here.
Next example is credit to Psithur.
Now hereās some armoring. It makes use of a wide variety of pieces from a wide variety of times to create a cohesive design that is bulky, satisfying, and clean. Make no mistake, there are issues to be found with this, but when it was first posted it quite impressed me.
In fact, Iām pretty certain those arms are non-custom, and yet still fit in with the rest of the MOC. Beautiful work.
One last example, from my own collection.
Heās a pretty old one from sometime last year. Heās my Self-MOC, and has since been revamped into a form Iām far more proud of. Unfortunately the new form uses non-custom legs, which while highly effective, are irrelevant to this point of discussion.
http://i.imgur.com/henUCE5.jpg
This is Entropy MK0, the last product of my old style, and the ultimate culmination of a year of work.
The important part here, as in the last examples, is the leg design. Itās tiny, if you canāt tell, and even when fully stood up Entropy never reached higher than an Inikabuild. And yet itās still detailed, compact, three dimensional and effective. Even retained articulation.
I suppose the final point of the examples Iāve given is that building a MOC isnāt just a matter of placing parts together so they vaguely resemble a humanoid. Lateral thinking is pretty important. Spacial reasoning is almost required. Problem-solving skills are imperative.
And yet all of these utterly pale in comparison to the ability to make friends who are still willing to give you critique, and being able to accept and implement it.
Please just stop taking honest critique as an attack on you as a person. Believe me it couldnāt be further from the truth.
While your comparing LDD figures to Real Life is a stretch, I still agree. The flat beams doesnāt work on this from the overall aesthetics.
Thereās no lack of comparison between them. The LDD design would still have the same flaws as a real MOC if it were built physically.
Actually some of the best MOCs Iāve seen have been done in LDD.
LDD is hard to use, but infinite parts are great