This is the base of the shotgun, I didn't bother with modelling a handle or anything cause I knew it would not be in the shot, so its just 2 tubes, a cube with a sight modeled at the end and the beveled cylinder for the pump.
step 2 of 7
This is the set up for the corridors, just did enough that from the camera angle it would be possible to see the end of the corridor towards the exit and a side section where a monster in theory is about to jump out and get shot...
The models are basically cubes with extrudes and some fillet cubes for the lighting lines along the top.
step 3 of 7
This is the lighting from several perspectives. Lots of individual visible lights with wavy turbulence and a spot light on the shotgun to make it stand out.
step 4 of 7
This shows the camera set up and the blood stains, these were created using randomly drawn splines which were extruded and filleted.
step 5 of 7
The exit sign for the end of the corridor.
Its really simple, text spline, extrude, cube with an inner extrude. Applied a plain luminousness to the back, plain red to the text and dark green for the box.
step 6 of 7
Health bar, lots of cubes duplicated along a spline, just made 5 different colours between red and green and applied them manually.
step 7 of 7
This is the shotgun shell, its 2 cylinders and a tube, some basic poly modelling and then for the final image it had a cloner object with a rotate to show it from all angles.
PS in the game these would spin down as the shots are fired and a reload is necessary.
I would just like to make a note now that the health bar and ammo bar was added in PS although they are 3D renders individually.
Also; all textures came from the build in texture bank in c4d or were very simple and made myself.