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MeckanicalMind — Assault Rifle

Published: 2011-08-24 02:20:40 +0000 UTC; Views: 36869; Favourites: 821; Downloads: 1835
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Description Bang Bang!

A used rifle, you can see the Resistance influence. I haven't designed weapons in a bit and although I didn't design any for R3, I am still affected by its style. Maybe this could be a proto Marksman type gun?

*Not from an actual game


CS3 + Tablet drawing + a little photo bashing.




My Blog [link]
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Comments: 52

johncarver78 [2014-10-26 10:52:08 +0000 UTC]

cool!

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BlueberrySpecial [2013-10-14 21:47:05 +0000 UTC]

Really love it.

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Wolfsalvo [2013-09-17 18:59:47 +0000 UTC]

In real life, insert magnets correctly on the side of that barrel, and I think you might have a personel rail gun type weapon. xD

Ever since the concept of using magnets to propel vehicles like trains has been in use, why haven't we applied this to weapons of today? I know the US military is doing that for the new warships that are going to be produced, but they of course wont show schematics, but just look at the halo game, but instead of 2 rails, use six to completely encircle the barrel, then you have a nice speed boost... and I think if you add heavier ammunition, like maybe a 50. cal slug bullet, then the variaties of shooting through concrete walls to armor plating of vehicles just may seem plausible. Im a gun nut, so seeing a concept gun like this that can be made in reality interests me beyond belief... too bad money is too tight to have guns costume made like this...

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Erbear159 In reply to Wolfsalvo [2014-05-02 17:15:40 +0000 UTC]

the reason they're only being developed for warships is because of the sheer size of the railgun machinery. We haven't yet figured out how to shrink the technology into a man-portable platform.

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J-FlizAlc [2013-08-31 04:19:29 +0000 UTC]

But what is that description of that weapon im real fell in love with this beaty

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F33R-the-B33R [2013-07-13 23:07:18 +0000 UTC]

Just wondering, do you freehand sketch these first and then clean it up with perfect straight lines, or just start off blocking in values and the general shape.

I ask because I've taken an interest in weapon design, but when using the straight line tool in the software I use, the weapon tends too look blocky and somewhat unrealistic, so some general tips or ideas from your process would be welcome.

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CzechBiohazard [2012-11-19 20:53:16 +0000 UTC]

Awesome firearm, I'm loving the optic. :3

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Commander-Fillmore [2012-10-20 04:00:07 +0000 UTC]

nice design dude

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EthanD91 [2012-04-22 16:26:43 +0000 UTC]

Me Gusta mucho, imma fav that cause it looks awesoooome.

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SOS101 [2012-01-04 07:53:23 +0000 UTC]

good job~! great design~

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Gunnut51 [2011-11-12 22:30:22 +0000 UTC]

It looks like the Rebel rfile from RotJ

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dukeleto [2011-10-26 08:20:33 +0000 UTC]

sorry to bother you with this again, but I thought I'd share my friend's design with you, as it neatly sums up what I was trying to say about R:FoM weapons
Flickr: [link]

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MeckanicalMind In reply to dukeleto [2011-10-26 17:34:56 +0000 UTC]

You are clearly passionate about this. Looking forward to your weapon designs in whatever upcoming game you end up working on!

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dukeleto In reply to MeckanicalMind [2011-10-26 17:40:43 +0000 UTC]

heh thanks, but that design isn't mine, belongs to a member of my Flickr group. I linked to it cos it reminded me of R:FoM and our previous discussion. Dethklaus definitely SHOULD be designing guns fore a living!

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dukeleto [2011-09-12 10:21:46 +0000 UTC]

I can understand if you don't want to get into a discussion about this, but ever since the first game came out, the weapons design in R:FoM has bugged

me.
The game has a period setting, and in most respects, it takes great care to respect and evoke that setting. An alternate history WW2 with sci-fi

elements was a good way to freshen up the FPS genre, and in terms of costumes, settings (as in your own work) and character development it's very

successful.

When it comes to weapon's design tho, I think the designers missed a trick. This weapon is a case in point. There isn't a single postwar element to its

design. It has rails, polymer furniture, an advanced, adjustable, compact optic, adjustable stock, a modern fire selector and flash hider. Even it's

lines are decidedly modern. It's a fantastic design, for something like Crysis 2, but in the postwar era every aspect of it is anachronistic.

WW2 encompassed an unprecedented evolution in small arms technology. The advances the Germans and Soviets made, tested in the crucible of the Eastern

Front, would lay the foundations for the next 60 years of design, in the West as well as in the Soviet sphere of influence, but the aesthetic was still

for the most part very traditional. Where newer materials and construction methods were used, it was usually as a cost-saving measure. There is a very

particular character to postwar design, sometimes referred to with the label "dieselpunk" and heavily featuring blued steel, stamped metal, riveted

construction, wooden or bakelite imitation wooden furniture, a practical "no frills" design philosophy (the opposite of the pick & mix rail attachment

SOPMOD style prevalent now)

While relatively compact, detachable optics were beginning to be developed, (and issued fairly widely by the Germans) a standardised rail attachment system was decades away. The assault rifle had already been invented and its dominance proven, but in appearance they still resembled the previous generation of repeating rifles and machine pistols. A bullpup rifle was almost adopted by the British in 1951, so the EM2 might have been a good inspiration for the game, along with the Stg 44.

Anyway, I hope you don't mind my essay. This is something that's annoyed me for years, so I'd really love to hear your thoughts on it.

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MeckanicalMind In reply to dukeleto [2011-09-12 14:24:02 +0000 UTC]

Well its neat to see someone so passionately interested on a games designs. However I need to point out a couple things. This is not from any of the games, and I stated it was 'inspired by' . If you are talking about the marksmen that didn't show up until Resistance 2, and from what I understand it was suppose to be built by humans based on chimera technology. The chimera are alien, so is there tech. As a design, I think the whole point was to be more accessible for humans, but rely heavily on the alien technology used for it. Something becomes alien simply if you can't relate to it as easily , so going away from all of the things you mentioned that would make it human. In the game's history WW2 never happened, at this point in time all of europe across the channel and asia has been taken over by chimera, thus all influence probably ceased. I would also imagine regardless of the human weapon, with such a great threat as the chimera, they're may have been an even greater acceleration of weapons development and advancements leading up to the first game.

I also wasn't there during the development of the first two resistance games, though I appreciate that you feel that my environment work captures the look of the franchise , thanks.

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dukeleto In reply to MeckanicalMind [2011-09-15 11:29:38 +0000 UTC]

I'm certainly interested in design, both in the process, and in how fundamentally it can influence the reception a game receives. Even if most people can't articulate it, they will often know instinctively whether all aspects of a game work cohesively or not.

I realise your AR is inspired by R:FoM rather than a depiction of an actual weapon from the game, and that your contributions came both later in the series, and in another part of the art department. Really I am just asking whether you have any insight into why the original designers made such contemporary choices in the human weapons design? I understand that in terms of technology, they're incorporating advanced alien elements for some weapons, but I'm afraid don't view existing 21st century human designs, like the aforementioned rails, optics, etc. as an effective shorthand for "advanced alien" Surely a better solution would have been to establish a Chimera aesthetic, and then combine it with credible 1930's (sorry, I was mistaken about the postwar setting) human designs? It was a different setting, but 2K did this brilliantly in Bioshock, for example, combining the Steampunk Rapture look with existing pre-war weaponry.

I think your environment work is great! The weapons are great too, as modern designs, hence the faves, but I wish Resistance had taken a different route.

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dukeleto In reply to dukeleto [2011-09-12 10:24:10 +0000 UTC]

whoa, weird formatting :-S

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ChainsawDroid In reply to dukeleto [2011-09-15 16:50:53 +0000 UTC]

The main difference here being that in Bioshock it was limited to the constraints of technology of the time where in Resistance the early development of polymers and modular sighting systems were spurred on by the arrival of a technologically advanced culture, the way wars often spur on technology. To reiterate it's not a shorthand for advanced alien, but human innovation spurred on decades beforehand due to stress. This is also evidenced by the Ospreylike VTOL. It was important to differentiate the technology and have a range from pure chimeran guns, pure human and a melding of the technology but still retain the feeling of threat from "mere" human tech. So, plastics and rails are far more plausible than a sudden change in the actual firearms hence the carbine being based on the relatively low tech M-14. The points you make are valid but not the goals of the creative direction given MeckanicalMind for this game. Having said that, you have well thought out arguments , we ourselves brought these same exact arguments up during production but the consensus was to do otherwise being the design sensibility you now see. Thank you for your passion.

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dukeleto In reply to ChainsawDroid [2011-09-15 18:03:20 +0000 UTC]

thanks a million for the reply, much appreciated!
I'll answer in detail later on...

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Shogi [2011-09-03 05:26:43 +0000 UTC]

Looks like a modular design, the kind of rifle you can swap out barrels and reconfigure to be a designated marksman rifle. Just a thought.

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kaede-kit [2011-09-01 23:16:38 +0000 UTC]

Nice work!

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RevenantRising [2011-08-28 16:37:42 +0000 UTC]

Very nice. The quick line work really makes this I think.

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rogue-freighter [2011-08-26 04:38:01 +0000 UTC]

Cool beans..

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prinzlesane [2011-08-24 21:55:41 +0000 UTC]

i miss the dirt on the rifle

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Sitana [2011-08-24 15:20:58 +0000 UTC]

very nice, really well done

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MeckanicalMind In reply to Sitana [2011-08-25 15:29:26 +0000 UTC]

Thanks!

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KevKoe [2011-08-24 11:46:51 +0000 UTC]

nice, very nice!

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MeckanicalMind In reply to KevKoe [2011-08-25 15:29:20 +0000 UTC]

Thanks!

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KevKoe In reply to MeckanicalMind [2011-08-26 00:00:27 +0000 UTC]

you welcome!

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Mausan2010 [2011-08-24 06:50:09 +0000 UTC]

It looks like FAMAS

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MeckanicalMind In reply to Mausan2010 [2011-08-25 15:29:11 +0000 UTC]

In which way exactly? I think the FAMAS is more of a ridged bull-pup design. Maybe you're thinking of something else?

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geographu [2011-08-24 05:18:20 +0000 UTC]

the top side, beneath scope reminds me of the SCAR

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MeckanicalMind In reply to geographu [2011-08-25 15:28:19 +0000 UTC]

Love me some SCAR. I look at that a lot when designing.

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geographu In reply to MeckanicalMind [2011-08-29 04:58:23 +0000 UTC]

hehe..so that's why the similarity with the SCAR light

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xavirfrost [2011-08-24 04:06:21 +0000 UTC]

This is purty. Lol.

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Ne0spartan [2011-08-24 03:38:58 +0000 UTC]

Very cool, would you mind if I used some of the design features on a rifle I am working on?

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MeckanicalMind In reply to Ne0spartan [2011-08-25 15:27:48 +0000 UTC]

It depends, is it for a physical prop or another drawing? Yes if its a real thing or 3D model, no to drawing.

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Ne0spartan In reply to MeckanicalMind [2011-08-25 17:19:41 +0000 UTC]

Dam, I can't do 3D modeling.

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Kulter [2011-08-24 03:36:27 +0000 UTC]

This a really cool design !

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MeckanicalMind In reply to Kulter [2011-08-25 15:27:15 +0000 UTC]

Thanks!

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Kulter In reply to MeckanicalMind [2011-08-26 00:24:16 +0000 UTC]

Rock 'nd roll

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Lord-Inu-Hanyou [2011-08-24 03:25:49 +0000 UTC]

Awesome. What caliber is it and what's the RoF?

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MeckanicalMind In reply to Lord-Inu-Hanyou [2011-08-25 15:27:07 +0000 UTC]

To be honest I did not think of these, I was looking at it from a video game perspective of how the player would feel using it. You're guess is probably more accurate then whatever I would say.

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Lord-Inu-Hanyou In reply to MeckanicalMind [2011-08-26 00:53:19 +0000 UTC]

I see. If I had to guess at the caliber it would look like something similar to the 556 NATO or maybe something like the 7.92 kurtz round used in the StG44.

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Attelocin [2011-08-24 02:59:08 +0000 UTC]

I love pretty much everything about it. Good design, seems like it'd be fairly heavy but that's relatively minor. For some reason it reminds me of the Crysis 2 weapons. Same kind of sleek look.

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MeckanicalMind In reply to Attelocin [2011-08-25 15:26:00 +0000 UTC]

Ah, cool, thanks. Have you checked out the guns in the Resistance games? I think its borrowing a lot of the bulk from them I think. I did play the first 2 levels in crysis 2... then my xbox died. haha.

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Attelocin In reply to MeckanicalMind [2011-08-25 22:01:09 +0000 UTC]

I actually haven't had a chance to play those ones. And yeah, I'm not surprised about the Xbox, they have a habit of sudden and random death.

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NielsHoyle-Dodson [2011-08-24 02:56:41 +0000 UTC]

awsome concept

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MeckanicalMind In reply to NielsHoyle-Dodson [2011-08-25 15:24:46 +0000 UTC]

Thanks!

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