Thursday 9 October 2014

Dead Space Sniper Rifle - Post 2

This is the latest version of the guns design, it's not quite the last I don't think, but a considerable improvement. I changed the grips and stock entirely and added a few extras like the scope, pods on the side, the under barrel laser assault battery and what will be "the spiny thing with lights on it".

The scope is not quite finished, the bit you look into is undecided how it will look.

the pods were inspired by the weapons from district 9, they don't quite look right on the gun at the moment but I will try them on the 3D model in various places and see how it goes.

The fore grip is a tricky bit, I have an idea in my head how I want it to look but I can't do it on Illustrator. I'll keep trying to find the shapes though.

the stock is another tricky bit, It could be that this current shape will look fine in 3D because of shading and different angles, but I still don't like it very much.

I really like the rear grip, it's as perfect as I can imagine it, it only needs some kind of trigger guard to be finished.


Any feedback you can give would be very appreciated, what you like and dislike about it, don't worry about upsetting me, it may well be something I agree on but need a nudge to do something about it. like the stock, should I change it again?

Friday 3 October 2014

Dead Space Sniper Rifle - Post 1

For the first modeling project this year we had to get into groups, chose a genera we liked, then a game we like in that genera and each of us make an asset from the game (a model with texture or an animation).

I went with a Sniper Rifle. I'm not so keen on sketching unless I'm developing ideas for a shape, even then it's just a few scribes. So I did the first draft on illustrator, one of my favorite applications, here is another good example of my other work on illustrator:

http://memoryman15.deviantart.com/art/Javik-large-render-467091606


This is my first draft of the Sniper Rifle. There is allot of the design missing, for instance, I want to have more pistons on the stock for the mechanism so it looks stronger.

The bit that I started with that influenced the rest of the design was the barrel. The rib-like structure is inspired by Isaac clacks armor, from any of the dead space games.


As a sniper it doesn't sound all that innovative nor practical for a dead space game, the ammo is the real innovation. I call them daisy pop rounds. I got the name from one of the darkness II's finishers: daisy pop. I don't know if there is any other meaning of daisy pop, but the fits ether way.

The rounds are designed to open up like a flower and explode like a frag grenade before impact, making the weapon like a long range shotgun.

The technology I've thought of for how this works is that a sensor on the rifle detects how far away the enemy is and a computer calculates how long before the bullet is in optimal distance from the enemy (necromorph), this all happens constantly in anticipation of you pulling the trigger. When you pull the trigger, the computer starts counting down in microseconds, when it hits the perfect time a laser shoots the back of the bullet. This activates the first weak explosive that opens the flower, then the interior explosive reacts to the sudden air exposure and ignites the frag explosive.


Problem:  The explosive on the back of the bullet would be detonated on firing the bullet.
Solution:  An armor sabot around the back of the bullet protects the explosive and is dispelled once                      the projectile leaves the barrel of the rifle.