A Lovecraftian Take on BioShock's Big Daddy in 3D
Clara Lollo spoke about the workflow for a personal reinterpretation of BioShock's Big Daddy, detailing her modeling techniques to achieve a mechanical aesthetic.
Introduction
Hello everyone! My name is Clara, you will find me on the web under my art name: Vegel Grady! I'm a 3D Character Artist with a strong passion for storytelling through design, form, and texture. My journey into 3D art started with a fascination for video games and cinematic characters. Even as a kid, I was always curious about how these believable, complex figures were brought to life, which eventually led me to explore tools like ZBrush, Blender, and Maya.
I'm largely self-taught, though I've supplemented my learning with online courses, tutorials, and constant practice. Over time, I've worked on personal projects and collaborations that helped me refine my sculpting, texturing, and rendering skills. Character art, in particular, became my focus because it combines anatomy, design, and narrative in a uniquely expressive way. There's something incredibly rewarding about building a character that feels like it has a story to tell.
Big Daddy from Bioshock
The Big Daddy project was deeply inspired by the iconic designs from the BioShock universe. These characters have always stood out to me because of their strong silhouettes, emotional presence, and the way they merge industrial design with dieselpunk elements. My goal with this project was not just to recreate a Big Daddy, but to reinterpret it with my own touch while staying faithful to the original aesthetic.
I wanted to focus on storytelling through wear and tear, making the character feel like it had existed in a harsh underwater environment for decades after the fall of the metropolis of Rapture and the death of Andrew Ryan. And of course, as a big fan of Lovecraft stories, I wanted to imagine as if the suit of Big Daddy was possessed by an ancient entity from the depths of the ocean, replacing the human corpse inside it.
I relied heavily on reference images from the original BioShock games, especially for proportions and key design elements. However, I didn't stick to a single version of the Big Daddy. Instead, I gathered references from multiple variants and combined elements to create a unique interpretation.
Beyond game references, I also studied real-world materials like rusted metal, diving suits, and industrial equipment. These helped ground the design in reality and made the textures more believable.
Modeling
The modeling process started with blocking out the primary volumes in Maya, such as the small and big tanks on the back, the main drill, the big "potato" body, and the boots, focusing on proportions and silhouette before diving into details. For the hard-surface elements like the helmet-head, drill, and armor plates, I used a combination of ZModeler and Maya for cleaner shapes and sharper edges.
Techniques like panel loops, boolean operations, and polish helped achieve the mechanical feel. Smaller details such as bolts, scratches, dents, and surface damage were added using alphas and custom brushes. I paid close attention to variation, as avoiding repetition was key to making the model feel realistic and handcrafted.
Before jumping into the low-poly and retopology, I wanted to give a pass of PolyPaint in ZBrush. So I used the reference of the original game to pick the colors, and then I exported the high-poly subtools in FBX for baking later. I usually make a PolyPaint pass on any model to bake the vertex color in Marmoset Toolbag.
Once I was happy with the result on the high-poly sculpt and PolyPaint, I created a clean low-poly version using Topogun3. The goal here was to maintain the silhouette while optimizing geometry for efficiency. However, I wasn't aiming to have a game-ready model, but a much denser cinematic one.
For UV unwrapping, I ensured proper texel density and logical UV splits to make texturing easier later on. I used RizomUV to make the UDIMs and packing, then I did the final check in Maya.
The main tools I used for this project were:
- Maya for blocking the clean topology blockout.
- ZBrush for sculpting and detailing.
- Topogun3 for retopology.
- RizomUV for UV and packing.
- Substance 3D Painter for texturing.
- Marmoset Toolbag 5 for rendering and lookdev.
Texturing
Texturing was done in Substance 3D Painter, where I built up the materials layer by layer. I started with base materials, metal, rubber, and fabric, then added wear using generators and masks. Edge wear, rust buildup, dirt accumulation, and subtle color variation were crucial in selling realism.
One important aspect was storytelling through texture:
- Rust was concentrated in areas exposed to water and damage.
- Scratches appeared around joints and moving parts.
- Dirt accumulated in crevices and less accessible areas.
I also used anchor points and smart masks to ensure consistency across materials. For composition, I aimed to guide the viewer's eye toward the helmet and drill, which are the most iconic parts of the character. Contrast and Roughness variation played a big role here.
But as a final touch, I wanted to add a peculiar map with iridescence, to add that subtle color variation to the overall corroded metals.
The final render was set up in Marmoset Toolbag 5. I used a three-point lighting setup as a base, then refined it to better match the mood of the character.
- A strong key light emphasized the front and main forms.
- A rim light helped separate the character from the background.
- Subtle fill lights preserved shadow details.
- Emissive lights on the oblò and lantern glass.
I focused on highlighting key areas like the helmet and drill while keeping the rest slightly subdued. For post-processing, I used Film Convert in After Effects to adjust contrast, color balance, and added slight bloom and vignette effects to enhance the cinematic feel.
One of the biggest challenges was maintaining consistency across such a complex design. With so many materials and details, it's easy for things to feel disconnected. This project taught me the importance of planning, reference gathering, and constantly evaluating the overall composition instead of focusing only on small details.
Creating Appealing Characters
I believe that the key to creating appealing characters lies in a balance between realism and stylization, details and readability. While being aware that when we have to produce something hyper-realistic, we must represent reality as much as possible, I truly believe that adding an element, something not real, something that breaks the rules, is the key to creating a memorable and believable piece, but most importantly, it helps us to not see everything only "black and white".
A strong silhouette, believable materials, and thoughtful storytelling are essential. Every scratch, dent, and color choice should serve a purpose. I would like to mention that the entire project with a low-poly model and textures is available for free on my Gumroad!
I'm planning to add as well the eyes separately, so stay tuned! I want to give a big shout-out to my friend Mauri, who made the floor material from Rapture that I used in the project! Also, big thanks to the entire community at Shortcut CGI Art School for their support. It's a new Italian-based online digital art school where I also teach in their game art program, and I'm really proud of them!
Thank you so much for reading!