A work-in-progress model in Sketchup of a giant folding cannon and its surrounding mining complex.
Backstory plus some supporting backstories:
In this universe "plasma" contains information as well as power. A race of sentient double-thumbed cat like creatures (we'll call them "natives") were artificially placed on the planet, which happens to be a giant construct that runs off plasma. After some time they figured out how to tap into the planet's power supply, and built 'energy wells' to mine it. With plasma being brought to the surface, information started being "stored" into the landscape.
Eventually the free plasma amassed into high enough quantities to spawn bio-mechanical automations. Information imprinted by animals, plants, and the natives themselves culminated into hulking monsters made of raw material; doomed to wander about looking for more plasma to survive. At first they were small and docile enough to be more of a curiosity than a threat, with the natives not expecting them to become much more than that.
That is, until the natives built a single gigantic construct at the north pole that freely emitted plasma to aid with space travel. The automations then became truly massive, and a major threat to the energy wells they had built. The automations formed at the south pole and started moving their way north. To protect their wells, the natives converted them into enormous "geocannons".
This particular cannon was in an east-west valley, facing south. It wasn't in a direct path of the automations, but if enough plasma was used it would attract them. The cannon was built partially underground and with a large bunker, which it could fold into to hide from the larger constructs. The cannon itself was a limited swivel, high-arcing howitzer that fired 4m wide shells that contained molten material. It was capable of short barrages of rapid firing, but was usually only fired once or twice at a time to avoid attracting unwanted attention.
Soooo yes this a WIP, right now I'm struggling with making it efficient enough to handle texturing. I'm thinking about procedural maps, instanced decals, etc but for now I'm just optimizing it for normal UVs. (and believe me that's a mind numbing thing to do) but we'll see where this goes