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I'm actually considering doing some tutorial on robot/mechanical drawings... but not sure if I should :{ *self doubt is powerful in this one*
As for tips:
Research details, like, if you look at the chest of Cain from Robocop, the Gears of War armour, and the SC2 marine, you might see some similarities... Learn details like that and build a diverse mental library of filler details.
Use anatomical analogies when doing humanoid mecha. On the mentioned examples above, the round panels are places breast/nipple height, so they seem to fit. Shoulder pads are crude deltoid muscles. You can put banded armour where the abs are, etc.
If you don't use a human template for the form, it might still be a good idea to pick a familiar shape (or combine several), like an animal, a plant, or a vehicle. It doesn't have to look exactly like one, but I think it's a good thing if it's somehow reminiscent of _something_, so the brain gets a little help reading what's going on. I think designs are more effective when the overall, immediate silhouette has a simplicity and punch to it. Decide on an effective feature. To play it up, you have to sacrifice other things.
Just like with effective color schemes, be consistent and limit the amount of different details and shapes. Pick a few detail types, repeat and adapt to location. Pick a form language, like bulky, bevels, curvy, pointy, bulbous, organic. Gundam uses bevels a lot (Gerbera Tetra, etc. aside). Zone of Enders uses pointy triangular shapes and a form of internal banded armour. Dieselpunk like Ma.K is often kind of rounded.
Those are my tips. Have fun ascending.
/prom
i like it though, a LOT! the colors! the detail without being over-detailed.. and the girl looks cute, standing there contemplating her mecha arm