The underwater city of Rapture has always fascinated me ever since the game Bioshock was released in 2007. I instantly fell in love with the atmosphere, storytelling, game play, art and sound style and how things are broken and falling apart. The commercials in the game are presented in a very unique way, making a really weird thing look commonplace and natural. Like putting a person on fire by snapping your fingers or sending a pack of bees on somebody. Then Bioshock 2 came with even crazier plot twists, action and wtf-just-happened moments. I still remember the feeling in my gut when I saw Gilbert Alexander in the tank the first time.
This is the Big Sister from Bioshock 2. I had loads of fun modeling this weird and interesting character with her creepy long legs and short torso and unmistakable outfit. Based on some detail renders by Blur studios.
These are very fun to make because you can just make it up as you go. The only goal I had for this one was something dark and creepy. It is somewhat similar to my previous abstracts, in the way that something is emitting light(energy) and something else wants to absorb it. I figured some insect things with solar catching abilities would do the trick. And maybe these could be some spider like things that could easily traverse this environment.
So, some eight-legged insects with solar catching features. These exist everywhere, right?
It is a wallpaper so some space is left clear on purpose for the icons.
And no, it doesn’t mean anything. It’s abstract. It’s supposed to be weird.
The Landwasserschlepper was an amphibious tractor built by the Germans in the 1940’s. Its purpose was to pull stuff across seas and rivers as well as on land. Indeed a very interesting vehicle design
As cool as the 1940’s design is by itself, I wanted a little comical look to it. The boat hull is way shorter than the original and I wanted some exaggerated tank tracks for no reason at all. Those changes made the scale of things look wrong. Everything is modeled to scale, it’s actually the vehicle that is smaller than it looks.
Way back in 1997, a game was released upon the world that would set new standards for vehicle racing games. Featuring open world racing, new at the time, there was no need for boring linear racing between checkpoints. You could drive to the next checkpoint any which way you wanted. Actually, there was no need for checkpoints in the first place. There were multiple ways to win a race and one of them was to wreck your opponents’ cars, and that was a lot more fun.
I was fascinated by the vehicle physics and the car damage system the game had. Even today, I still enjoy it. The game was Carmageddon. This is one of the cars in that game.
The game got a reboot with Carmageddon: Max Damage in 2016, taking vehicle damage system to an insane new level and a lot cooler looking cars (and hires too).
Stainless did not disappoint. It is a monster and it follows the same gorgeous vehicular combat/racing type as Carmageddon (1997). The Twister is available in Max Damage too, but I wanted to stay true to the original, creating a somewhat real-looking version based on a low poly game car.
Rendering done with LuxRender.
Concrete textures, parking lines and oil spills from plaintextures. The rest are created in Substance Painter.
Carmageddon (1997) is available in its original low poly glory at GOG
A lightweight and fast desert buggy with a little futuristic look. Intended for fast and fun driving across sand dunes. Built by using whatever material there was available and by using as little as possible of it. The vehicle comes with some space left for salvaging things (deserts can be big, you never know what you might find out there).
Includes sturdy foam tires, because rubber is old-school and deflates easily. Foam parts can easily be replaced if needed.
I so wanted to have a desert scene for this guy but I could not get it to look right. After several attempts I finally gave up and put him in a studio scene instead because I really wanted to finish him. I might revisit it later.
You can right-click the slideshow below to see the images in full resolution.
Textures: Substance Painter and Gimp