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Continuing on the KPD Blaster I'll start where I left off....
After a few design sketches to get the approved feel of L's Blaster came down to this sketch to start creating a full out design render.
When designing a fictional firearm it is generally based and built around an existing one that can actually go bang bang much like the BR Blaster and countless other blasters, except for Phasers. Actually I lie as the Assualt Phaser was based around a Beretta but I digress.
I think it wasn't quite decided for sure if we were to base this on a donor gun as there was some talk that the pow pow could be done in post production as a VFX effect because the gun wasn't really scripted to fire that much if it fired at all. This would have been a budgetary (as well as a design) consideration as it costs a little less to fabricate a static prop and I could be free to design anything I wanted.
But I like to design stuff and things that feel like they belong or can exist.... that there is realism in the design. So I started to model the KPD anyways on an existing revolver just to A: get the proportions feeling right and B: they might decide to fire the Blaster for whatever reason.......so I modeled up the revolver frame based on a plastic scale model of a Smith and Wesson ( 357 I think) that I found in a garage sale......
I wasn't directly involved with any of the bang bang decision making process and I am a little fuzzy on all the twist and turns of all that but in the end of it the powers that be decided to go with a firing prop. It was during this that I got a model from Kenney to stand in for the donor gun.
There is a bit of universal coincidence or fate or just great minds thinking alike that the model I was using was very close to what Kenney gave me so I didn't have to alter the massing model that much so that I could go into the fun part.... defining and adding details.
I had a direction for the front part of the gun but what I was having a hard time with was the rear of the gun behind the cylinder..... it was looking way too pedestrian and not very PKD Blaster. But then I remembered this thing:
Anyone know what this is?
Right! It's a bobbin case for a sewing machine. When I was very little, I was totally fascinated with this thing from my mom's sewing machine. It had an engineered machined look and functioned really simply and it looked pretty neat too. And I thought it'll be cool as a design nod to my mom.
Once I decided that is this is what I was going to do, it was pretty straight forward in implementing that into the design.
Here is a screen grab of the design model before a material render pass
Here is a material render study in the vein of it's inspiration.
And one of the final material renders that was approved.
Of course this is not the end of the story as it now needs to be built.
A prop master named Dean once told me that one of the problems with designing something today is with the exactitude of the design. In the old days it would have been a sketch on a napkin and/or some line art of a side view or 3/4 view and generally what is built is what is built as long as it follows the general direction of the drawing.
Nowadays when a director is presented with a fully rendered photo real concept they expect to see that object built.
Unfortunately it ain't always that easy.
Fortunately there is someone like Kenney around and at this point it's where our processes intertwines and he takes the baton to the next level.
Continuing on the KPD Blaster I'll start where I left off....
After a few design sketches to get the approved feel of L's Blaster came down to this sketch to start creating a full out design render.
When designing a fictional firearm it is generally based and built around an existing one that can actually go bang bang much like the BR Blaster and countless other blasters, except for Phasers. Actually I lie as the Assualt Phaser was based around a Beretta but I digress.
I think it wasn't quite decided for sure if we were to base this on a donor gun as there was some talk that the pow pow could be done in post production as a VFX effect because the gun wasn't really scripted to fire that much if it fired at all. This would have been a budgetary (as well as a design) consideration as it costs a little less to fabricate a static prop and I could be free to design anything I wanted.
But I like to design stuff and things that feel like they belong or can exist.... that there is realism in the design. So I started to model the KPD anyways on an existing revolver just to A: get the proportions feeling right and B: they might decide to fire the Blaster for whatever reason.......so I modeled up the revolver frame based on a plastic scale model of a Smith and Wesson ( 357 I think) that I found in a garage sale......
I wasn't directly involved with any of the bang bang decision making process and I am a little fuzzy on all the twist and turns of all that but in the end of it the powers that be decided to go with a firing prop. It was during this that I got a model from Kenney to stand in for the donor gun.
There is a bit of universal coincidence or fate or just great minds thinking alike that the model I was using was very close to what Kenney gave me so I didn't have to alter the massing model that much so that I could go into the fun part.... defining and adding details.
I had a direction for the front part of the gun but what I was having a hard time with was the rear of the gun behind the cylinder..... it was looking way too pedestrian and not very PKD Blaster. But then I remembered this thing:
Anyone know what this is?
Right! It's a bobbin case for a sewing machine. When I was very little, I was totally fascinated with this thing from my mom's sewing machine. It had an engineered machined look and functioned really simply and it looked pretty neat too. And I thought it'll be cool as a design nod to my mom.
Once I decided that is this is what I was going to do, it was pretty straight forward in implementing that into the design.
Here is a screen grab of the design model before a material render pass
Here is a material render study in the vein of it's inspiration.
And one of the final material renders that was approved.
Of course this is not the end of the story as it now needs to be built.
A prop master named Dean once told me that one of the problems with designing something today is with the exactitude of the design. In the old days it would have been a sketch on a napkin and/or some line art of a side view or 3/4 view and generally what is built is what is built as long as it follows the general direction of the drawing.
Nowadays when a director is presented with a fully rendered photo real concept they expect to see that object built.
Unfortunately it ain't always that easy.
Fortunately there is someone like Kenney around and at this point it's where our processes intertwines and he takes the baton to the next level.
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