Title: Go easy on me...
Caninope - April 2, 2011 06:47 PM (GMT)
So this is my first time designing weapons, and I thought you guys would be able to help me. Currently, I have several weapons I messed around with and designed-

CAR-101 Compact Assault Rifle, Chambered in 6.5 Grendel or 6.8 SPC

CAR-102 Modular Assault Rifle with Grenade Launcher and Holographic Sight, Chambered in 6.5 Grendel or 6.8 SPC

CAS-101 Mk. 2 (this was my second try at it) .338 Modular Sniper Rifle (Desert Camo)

CAP-101 M11 Hellfire .40 Pistol
Any suggestions on the actual design of the weapons? Any suggestions on how I would market these on NS?
Bloody_Sahara - April 2, 2011 06:49 PM (GMT)
you haven't actually designed any weapons yet.
Caninope - April 2, 2011 06:52 PM (GMT)
| QUOTE (Bloody_Sahara @ Apr 2 2011, 07:49 PM) |
| you haven't actually designed any weapons yet. |
Fair point...maybe I should rephrase it then.
I used the Doctor Noob tool for the visual aid. Are they alright, visually, and where should I go from here?
Bloody_Sahara - April 2, 2011 06:55 PM (GMT)
no, pmgs are not alright. a picture is the last thing you want to even consider. You need to figure out what weapons you need, why you need them, then create a set of specifications for each one, then finally make a writeup.
or at least that's what i do.
Franberry - April 2, 2011 07:07 PM (GMT)
Design the weapon first, and then do the drawing. And actually do it, don't use PMG
Caninope - April 2, 2011 07:20 PM (GMT)
Thank you. I'll change these and scrap the visual, using your suggestions.
no endorse - April 2, 2011 07:26 PM (GMT)
Step 1: don't use PMG.
Step 2: repeat Step 1 until you have a firm grasp upon it.
Step 3: READ:
assault rifle ammo:
http://www.quarry.nildram.co.uk/Assault.htmhttp://www.quarry.nildram.co.uk/miltech.htm has all sorts of stuff, but only the above article is really important.
for examples of current guns:
http://world.guns.ru/main-e.htmThe more you read, the more you know, the better you design.
Ste 4: design
Don't make a drawing and call it a design. A drawing is an excellent visual (and, despite some of the opinions on this website, somewhat mandatory for a worthwhile design in the real world) but it is worthless (!) without real information.
Bloody_Sahara - April 2, 2011 07:45 PM (GMT)
| QUOTE (no endorse @ Apr 2 2011, 08:26 PM) |
Step 1: don't use PMG.
Step 2: repeat Step 1 until you have a firm grasp upon it.
Step 3: READ:
assault rifle ammo: http://www.quarry.nildram.co.uk/Assault.htm
http://www.quarry.nildram.co.uk/miltech.htm has all sorts of stuff, but only the above article is really important.
for examples of current guns: http://world.guns.ru/main-e.htm
The more you read, the more you know, the better you design.
Ste 4: design Don't make a drawing and call it a design. A drawing is an excellent visual (and, despite some of the opinions on this website, somewhat mandatory for a worthwhile design in the real world) but it is worthless (!) without real information. |
or you could just follow the link in my signature.
Satirius - April 2, 2011 07:53 PM (GMT)
| QUOTE (Bloody_Sahara @ Apr 2 2011, 08:45 PM) |
| or you could just follow the link in my signature. |
o ffs quit advertising yourself
I'll also echo what others have said. A name and caliber are only two of the many things you need for a proper design, such as dimensions of the thing and what kind of action it uses.
RRoan - April 2, 2011 08:17 PM (GMT)
design it first
by which i mean draw the internal mechanisms in a to-scale cutaway view to make sure everything fits
Terran Tribes - April 4, 2011 12:47 AM (GMT)
| QUOTE (RRoan @ Apr 2 2011, 08:17 PM) |
design it first
by which i mean draw the internal mechanisms in a to-scale cutaway view to make sure everything fits |
... In all honesty I've been doing this lately. Trigger groups and lock work are a bitch.
I'm going to give a dissenting opinion here and state that there's nothing inherently wrong with PMG, if you use it well and are unable to draw lineart. The problems with using PMG usually arise from the creator not understanding the internal interactions of the various components needed for a firearm to work, resulting in impossible and wonky looking art. Also your gun will look like a Frankenstein amalgamation with no soul and little original style.
All of this is an art issue, not a design one, however.
Caliber, overall length, weight, and barrel length are some very important stats, and they all interact and affect one another. Longer barrels are heavier and increase OVA length, but aid in velocity and accuracy. Larger caliber makes it more powerful, but tends to force an increase in weight and recoil. I could go on, but you get the idea.
Before you even start, you need to ask your self what you need in a firearm, what are you requirements and your goals. Once you set up a list broad and general specifications you can work towards refining and meeting them.
Ask more questions if you need more answers.