hey that looks pretty sweet.....love it! Gives me an idea...something like this could be somewhat altered and become an armor of flesh and the bony creature parts....a zombie sort of thing that is somewhat alive and worn over the flesh of the living as protection......anyways...before I start rambling more....you have made a very ultra kewl monster here.
i really like this design, really reminds me of the Occurians in final fantasy 12. http://www.youtube.com/watch?v=pSPbEBZSNI4
i expect he floats, its a very cool idea. GJ!
Very cool character and concept.
If I had any criticism it would be that his facial features look rather too benign to go with his gloriously hideous 'body' Try and 'monster up' his face a little more (just subtle_it would be easy to over-do it)
Here is the workflow of my last project (and generally of my work):
Realized in a few days, 4 for the modelling started from scratch, sketch in Zbrush (Zsphere); remodelling in Maya so as to get a more efficient and cleaner mesh than with the Zspheres, and final modelling and details in Zbrush.
Then 2 days for the texturing of colours and set up of the render in Mental Ray.
For the sculpture in Zbrush, I spend lot of time at the subdivision levels 1 and 2 so as to get a good general shape, and by retouching the points in the Move mode (Frame). Even during the subdivision at higher levels so as to show anatomic parts, that didn’t exist before, I often come back at a lower subdivision level to retouch proportions… For the chest, I go up to level 5, i.e. about 1.8 millions of polygons. All the little details are handmade without using Projection Master (even if I enjoy the function DecorBrush); so I get all that I want even though it takes a little more time.
For the texture, I have fun. Everything is manually painting in Projection Master with a standard brush (grainy alpha), Blur and Intensity tool (light and shadow). Well, I’m principally using these 3 functions. Zapplink helps me to avoid becoming crazy but I use it 1 or 2 times for each symmetry, but I finish the model asymmetrically.
The render in Mental Ray is realized after having connected the displacement map, the different colour maps (epidermal, subermal and back) to the SSS Shader. 3 basic points lighting. The real efficiency of the render is obtained after the occlusion pass to get the right shader and consequently a best relief. Everything combined in Combustion.