Thanks for your comment dmonk, I’m glad you like it 
…and a bit of Z brush:



wow tucho!!!. looks great!!!. but … you’re making progress very fast!!.. i have to cook another pizza for distract you!! XDDD
Keep up the good work!!!
HAHAHA!!
That guy is cool! I can imagine him in the batlefield crashing and smashing everything! XD
He looks kind of friendly.
I want to see more! 
thanks for your coments guys 
Nacho: I would eat another pizza this weekend 
requiem2d: thank you, man
JPons: thanks, the big orc has face of friendly/silly, but the small one of the turret will has face of wicked
And two images more, the polycount of the base model and the optimized model, I’m pleased with the result, because the model don’t miss too much detail.


Looks fantastic, im really loving the concept and execution. One small crit is that Id like to see more volume around the shoulder area of the little gunner guy. I know that it could be a stylistic thing but i just think it might look a bit better with more mass around the shoulders.
Thanks, zeke3d and captainchet :_)
i just think it might look a bit better with more mass around the shoulders.
I make the gunner quite puny because when you see the big orc and the litle gunner together, the big one looks more thug.
I was working on the high res model of the armor for make the normal maps, some images:



Ive been following this thread, and others, for awhile and I think this character is awesome. In my opinion its kind of like He-Man on steroids meets Pimp-My-Ride. One thing I would love to see on him is a little battle damage; dents, bullet holes, slightly broken parts
… You get the idea!
Thank you for your comments effects32. The original idea was make an assymetrical model with different broken parts on his armor… but the time is short and I think there isn’t time for make this, anyway I will try make some litle damage on his armor.
This is the low poly model with the normal map applied, the fine detail is still WIP:


I really like the light-hearted approach to this entry. There’s something funny about this pair and I think that makes it stand out 
You can get rid of that annoying artifacting on the shoulder pad edge if you make the edges of your low poly soft rather than hard edge. If your high poly model has rounded edges, the low poly will inherit that weird artifacting if you make it hard edged. It won’t look as cool as a lowpoly on it’s own, but it will look better in the end with the normal map.
And don’t just change the base mesh and expect that to fix it. You’d have to change it then re-generate your normal map.
thank you, foreverendering , your comments encourages me 
thank for your advice h2olt, but the model is already on the limit of the contest polycount and I can’t add more poligons :-(, but I will try fix this details in some way
two images more, the normal mapped model of the big orc and the high poly mesh of the gunner’s head


Thank you, Nacho 
Here is the normal mapped gunner, I will add some details more in the normal map and tomorrow I hope can begin to make the diffuse and specular textures



Very cool stuff man, I love the little dude…and the armour on the big Guy! WHOAW, cool design. cant wait for final.
Thank you for your comments Nacho and Spinal 
Nacho, I will make a limited edition of gunner miniatures for the Tragnarion colleagues XDDDD
Another update of the textures and a small animation of a walk cicle that I aply to the model for test the skinning: [http://www.youtube.com/v/u7ghJKUdquw](http://www.youtube.com/v/u7ghJKUdquw)
[img]http://img66.imageshack.us/img66/9176/normalmappedmodel9fg0.jpg[/img]
nice animation!. i like . If u have tiem, would be great to add ropes or some kind of belts. Some painted zones in the armour (notes on his arm done with charcoal or something like that) could make a reat impression
Good job!