i decided to try the straight grayscale displacement map, since i’m a dumb artist at heart i try th easy way first… this is the result with no other work on the shader and default lighting. it took a bit of tweaking of the values in the map and shader to avoid nasty artifacts but at this point i’m really happy with it EXCEPT it takes FOREVER to render and maya runs out of memory after a couple renders. mental ray just plain craps out and renders but with most of the displacement not showing up… i think i need more than 2 gigs ram. i am using one 1024 x 1024 map tiled for the displacement, and feature based displacement, on a nurbs surface… any tips on this would be appreciated, i dont think i can take these render times. looks pretty nice tho, very close to what i had envisioned with not much tweaking.
i’m also wrestling with the rig, i’ve tried a number of things but nothing is quite there yet… again any advice much appreciated. i want it to be very flexible, like in the concept sketch, able to twist around at any point, but have very specific twist controll all along the length. spline IK might be ok for the necks but the body requires more controll… maybe a few spline IKs in a row with higher level controls to move the whole thing. gotta play around but i’d love any time savers 

as far as comments on the surfacing, thats very WIP, i feel like i may go with a more plasticy surface in the end but i hear ya, its just defaults on the robot still
i definitely want to do more with toon and other NPR shading as well.
here we have a quick test of scale and to see if the rig can acheive the pose from the sketch. although it actually looks worse than the other test, it represents a lot more work, as they are posed with an animation rig, not sculpted… i just cant force myself to pose characters directly past the most early stages, i know if i put a rig in i’ll wind up thanking myself later. the snake neck rig is so close to working amazingly well, yet so not actually working good enough yet. if i get it to work i’ll post a tutorial but i have a feeling it just cant be so simple. boy is it looking promising though. this is a bullshit proof of concept rig using about half as many joints and controlls as i plan to actually use, and it looks like thatll just about do the trick. and its going to be so easy to animate with, i may just do an animation to show it off
if i can fix these few last issues… sigh. the sort of seemingly little ones that sometimes take months. i’ve had this happen before.

rig animation test: this cracks me up. i had the idea to make it so that each head and neck was a separate guy like a snake… thinking about if it was a boss in a game. had to go re do some stuff but here it is: each of them is now a separate character that can pull off the main body and go about their own business, or they can follow it as one character, via set driven keyed constraits.
rig test animation