Thanks for the replys, greatly appreciate it.
I guess I got inspiration from all over the place as i didn’t really have much of a concept when I started making this piece.I knew I wanted to do some futuristic hard surface armor that had parts that was heavy armor and other where the skintight under armor was showing.
I guess the actual theme started to form in my mind with the boots. I had been sculpting all over the character trying to find something I liked when I had the idea of trying to make the lower leg armor kind of like those wide flair jeans that people had in the 60’s. And when I had the boots made then I started to use the same curving forms in the rest of the pieces and just exploring what fit with the other pieces along the way.
Sorry for the wall of text there… It would have been easier if I could just have said Halo, Metroid or District 9. Even though some parts might be similar to those things, as some of my friends pointed out, they where not things I consciously had in mind when designing it.
Regarding details. It will need some bolts and screw holes here and there. Some strap or zipper for the pouches. The “under armor” needs some texture and seames. and some of the pieces needs the edges to be adjusted so the intersections isn’t as obvious before i start with the textures but I kind of like it more or less clean on the major armor surfaces.
Regarding the retopology… it is kind of hard to show as they are kind of high rez again as I couldn’t save the lower levels when mirroring or cutting the pieces and it is at the moment just over 100 subtools. So you cant really see the lines as its to many and I don’t really know how to show them for all the subtools in zbrush.
The retopologizing was not to reduce the quads used, it was more to make the parts look machine made rather then sculpted out of clay. I made an as simple retopology of the concept mesh as I could get away with then creased the surfaces I wanted to stay sharp and subdivided it to get the smooth look.