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August 23, 2011
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:iconmeckanicalmind:
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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:iconczechbiohazard:
Mood: Love *CzechBiohazard Nov 19, 2012  Hobbyist Digital Artist
Awesome firearm, I'm loving the optic. :3
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:iconethand91:
Me Gusta mucho, imma fav that cause it looks awesoooome.
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:iconsos101:
~SOS101 Jan 3, 2012  Student Interface Designer
good job~! great design~
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Flagged as Spam
:icongunnut51:
*Gunnut51 Nov 12, 2011  Hobbyist Artist
It looks like the Rebel rfile from RotJ
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:icondukeleto:
~dukeleto Oct 26, 2011  Hobbyist Digital Artist
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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:iconmeckanicalmind:
~MeckanicalMind Oct 26, 2011  Professional Digital Artist
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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:icondukeleto:
~dukeleto Oct 26, 2011  Hobbyist Digital Artist
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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:icondukeleto:
~dukeleto Sep 12, 2011  Hobbyist Digital Artist
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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