![]() Parts of the body were duplicated, subdivided and shrink-wrapped. Hard surface modeling is what I have most experience with, so modeling the helmet, armor, weapons, oxygen tank and leg braces came along nicely and the Big Sister-look started to take shape.Ĭlothes were simple to add once the metal and leather straps were in place. Other than that I tried to get as close to the references as possible. ![]() But I did not want to copy everything from the references so I made some small changes here and there. What followed was a lot of trial and error modeling to get the anatomy somewhat right as she has some unusually long legs and a very short torso. As I looked for references I found some detailed renderings made by Blur Studios that showed some incredible details of this character. Last year I had to take a long break from 3D modeling but when I came back I wanted to start from something new and that became the Big Sister from Bioshock 2. ![]() You were constantly reminded of where you were: in the underwater city of Rapture. The overall game experience felt very very right and it pushed the right buttons for an immersive game: the 1960’s art and music style, game play, sound, and atmospheric effects and how things were broken and leaking everywhere. Never before had I been so immersed into a game. In 2007 a game called Bioshock was to be released and I had no idea what impact that would have on me. ![]() Struggling to build even a small part of a model was a daily task but I found it to be a lot of fun and from that point on I was hooked. It wasn’t until Blender 2.5 beta came along with its new GUI when things started to happen. Being able to make anything in 3D has always interested me but the steep learning curve and the difficult GUI in any 3D modeling program made it hard to get started. Hi! My name is Peter Sandbacka, and I make 3D art as a hobby. ![]()
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