Elizabeth, BioShock Infinite
One of the main reasons I create
props and models is a desire to build a collection that represents my favourite
movies, games and franchises. I also use each project as an opportunity to
learn new creative skills as well as improving existing ones. In recent years, my
hobby projects have focussed on creating full-size prop replicas, moving away
from my roots in miniature painting and model making. I decided to take on this
project as a chance to get back to some of those approaches, and to have a backup
project on my desk for days I didn’t feel like spending at the workbench.
Bioshock: Infinite is a game that is near and dear to me,
and Elizabeth is one of my favourite video game characters. Rather than making
a replica of one of the weapons from Infinite, I felt that Elizabeth herself
was the most iconic part of the game for me, and creating a statue of her was
the perfect excuse to learn some traditional organic sculpting skills. After
several years on the backburner, I have finally returned to my unfinished
sculpt and completed it.
I started with a sketch to get
the proportions right (I settled on about 9” for the total height), then built
a wire armature that I wrapped with kitchen foil to start roughing out the
shape. I worked from the feet up, layering Super Sculpey Firm over the foil and
sculpting the basic shape, then adding the details in a second pass. Once I had
completed the boots, I only did a low detail sculpt of the legs, as these would
be covered by her dress. I baked the piece after finishing each stage, so I
would have a solid piece to work on, and so I didn’t have to worry about
damaging earlier parts of the sculpt.
For the dress, I attached wire to
the waist of the armature and shaped it to the high points of the dress’s
folds. I rolled out a sheet of Sculpey and draped it over this skeleton dress,
defining the basic shape of the material’s folds. Once the piece had been
baked, I could go over it with a second layer of Sculpey to add detailed folds
and a stitching line along one side, as well as the frilled white under-layer,
which was achieved by crumpling a sheet of Sculpey and blending it in to the
inside of the dress.
Her upper torso, including the
upper dress and neck, were sculpted on top of the dress, then baked before the
jacket and arms were added. I attached a ball of foil to the armature, then
roughed out the overall shape of the head before indenting the eye sockets and
raising the nose. For her eyes and mouth, I added some Sculpey Living Doll to
my clay to soften it and make it easier to blend in the details.
I had initially planned on
sculpting the hair as a separate piece, but after I had baked the head I
realised that it made more sense to build it up on top of the model. I bulked
out the basic volume, adding layers of clay to get the shape right before
sculpting in the hair strands. For the hair and other fine line details on the
sculpt, I found that attaching a stitching needle to the handle of a craft
scalpel made a great precision tool.
The hands proved the most
difficult part of the sculpt, and after several failed attempts, I shelved the
model while I turned my attention to other hobby projects. When I returned, I
did some research and went through some good tutorials before sculpting a
successful pair of hands. At the scale I was working at, the hands were quite
small and delicate, so I mixed Living Doll into the Super Sculpey Firm so that the clay would require less
working while remaining somewhat firm. Using tools wasn’t really viable, as
there wasn’t anything on the opposite side of the clay to press against, so
most of the shaping was done by carefully manipulating the piece between my
fingers. The clay was left to rest before the fine details, such as the
knuckles, were added with pure Living Doll. With the hands complete, including
the thimble over Elizabeth’s missing pinkie finger, the final details to be
added were the jacket’s cuffs.
I wanted to cast the piece in
plastic as Sculpey can be delicate and brittle, so I filled, primed and sanded
the piece to make it ready for mold-making. I removed the feet and molded them
separately along with the hands, as the details on these small pieces would be
difficult to work with in a large mold. I had a small incident molding the
figure itself – when I was preparing to pour the second half of the mold, I
chipped the corner off one of the jacket’s cuffs and lost it. Unable to sculpt
a new one while the figure was in the mold, I had to pour the second half with
the flaw intact, cast the model in plastic, then sculpt in the cuff corner on
the final piece.
The final casting was prepared
for painting, filling any bubbles and flaws and attaching the feet. I sculpted
in the laces and bows for her shoes and dress, which I hadn’t done previously
as they wouldn’t have worked in the mold. Painting the figure was an
interesting challenge, testing out my new Iwata Eclipse airbrush and learning
some airbrushing skills. I masked off sections and painted the model in blocks,
creating subtle colour gradients for the highlights. The hair was given a
basecoat of black, and delicately drybrushed with lightening layers of brown to
give it some depth. Some of the finer details, including the eyes, lips and the
brooch around her neck were handpainted with a fine brush and steady hand.
These pieces were also given a coat of gloss varnish to give them some shine
and reflectivity.
The base was cut out of 6mm MDF
using the scroll saw, then layered with Apoxie Sculpt. Once the Apoxie Sculpt
had cured, I sanded it flat, then marked in the cobblestones with a scalpel and
widened the lines with a set of files. Once I had the basic shape of the
cobblestones complete, I went at them with the scalpel, cutting chips and
cracks into the piece to add some age and weathering. The base was primed and
undercoated, then layered with earthy browns and creams. I used several
techniques to create the look I was happy with, including airbrushing,
drybrushing and washes, taking care to use several different shades so that the
cobbles didn’t look to uniform.
Thanks for reading,
Terry
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