>>53676299>>53676305>>53676459>>53676768fifth grader kino
>>53679111Looking interesting and appealing, that's really all there is to it if you want them to be popular. As for how to achieve that, try to evoke ideas instead of saying them out loud. Your camel does not need lightning bolts on its humps, although it does look kind of funny for a robot. "Artificial" pokemon are always a difficult subject to design around. I'd recommend just making its legs and back look a bit more organically shaped. Think about how your design is supposed to move, and which details and features may hinder or help that movement. Its legs for instance don't really look like they would work well for walking around.
I think the head is the design's best feature, even with it aping magnemite, but I think that's alright. It looks good. Little hypothetical connections like that are fun. As a kid I enjoyed looking at pokemon and seeing which might be related to each other outside of their evolutionary trees.
>>53676749>>53676783I think these ones are good starting points, you just need to make their anatomy and shape language more sound: look at their real life counterparts and find parts to exaggerate and to reduce. Add visual "weight", emphasis, to the parts you want to promote. I think the mammoth is a good example; you want to showcase the big ears, so you put the weight on the front section. We don't really care about its hind portion, so it can be much smaller than it would be irl.
>>53676878This guy could use a bit more of a spotlight on its eyes, through an accent color maybe, but he's good.
>>53679830Good points