last yellow version is crazy
keep it up 
snailien...
Wow, I gotta say I like the concept and the model is really well executed. He can look so menacing yet we all know snails are weak on salts. BTW are you adding slime to it? Great job, keep it up.
hey guys!
TomaszTosza: thanks man. i will:)
tastyUdon: heheh… -thanks. yeah! salt is his kryptonite. i won’t add slime, because he’s not really a snail. he only resembles a snail in some areas.
i’m pretty hung up at work atm. so next update might have to wait a little.
-r
wow that awsome looks like a character from larry nivens draco tavern, if you ever read it this snale guy looks something like one character but not really the same.
great work.
hey all!
twisted101: thanks alot for the kind words. i’ll try and find that book (-haven’t read it).
-finally i got a little update on this one, which i thought i’d show before i take a week in greece with my girlfriend:).
i’ve started texturing the different parts (but nothing i wanna show on the armor, atm.).
the body is the most finished one, though i think it’ll need a extra detail pass or atleast some more contrasted ones.
c&c is very much welcome.

-r
hey K_Digital!
-thanks man. yeah! a few people have mentioned that before, but i would really like to do something a bit different but still keep the snail-association.
here’s a few new picts. i worked a bit more on the different maps and got to do some texturing on some of the armor-parts.
still alot to do…

c&c is very much welcome.
-r
his legs are odd to me. Hes too top heavy. in actuallity his legs would buckel underneath him and colapse. I would either bulking up the legs or make more clear that the knees are backwards, right now they bulg at the sides. Other than that you have a great model.
Superb so far, and I shall follow this to learn a bit.
I do agree though that his legs look a little weak viewed from the front.
I think it is the way they bow outwards and then down, so the feet are not catucally under the body but to the sides. Straightening the front view of them might help, or find your own way, but I would want to strengthen the way they look.
He’s still a great model even with that oddity.
hey you two!
thanks alot for the crits.
the legs have been a issue right from the start. just thought it looked good on him, so i decided to keep it.
i’ll see if i can come up with some “fix” for that. thougt about doing some buff calf-armor or so.
-r
looking very cool dude! great design and modeling…
the purple on the eyes may be a bit much…
looking forward to seing more…
-Dan
It’s really good, I like the model. I see that the model itself is really simple and that you use an impressive displacement map, how did you do it? Can you show it in this thread? I’m modeling a Dragon and I’m really interested in learning a so good technique.
Thank you,
dEDa
hey guys!
sorry for not posting any updates. i’d thought i wait showing anything until i got some more.
i plan on posting something new tommorow or maybe this evening (-depends on how many beers i drink)…
droarty: thanks alot dan. glad you like it.
i’ve made the the purple more subtle as you suggested.
really looking forward for some more killer-work from you.
dEDa: hey man. sounds good about the dragon.
i’ll try write you a explanation, when i post the update.
ProjectGameDeveloper: thanks alot, man.
-r
hey again!
-here’s the update i promised. not much… i’ve textured some more of his armor and made some new grenades (the old ones where a bit too small for his hands).
deda: about the displacement map. after doing all my sculpting (in zbrush) i exported lvl2 of the model, because it was closer to the final, without being too poly-heavy. then i exported a 2k displacement map with the highest settings and converted it to rgb in photoshop (zbrush puts out grayscale displacements).
in maya i added the newly made map and added a displacement appoximation, because i’ll render with mental ray.
i found a very good thread at zbc, which covers it all. i know they had a movie once, explaining this aswell.
link
the only thing i don’t really do as in this tutorial is using the exact “alpha depth factor” number. they dosen’t always seems to work as planned (atleast not for me).
hope some of this helps. i’m pretty sure you can find more great threads here at cgtalk aswell as over at zbrushcentral, which covers this.
lastly i put up a pict, showing my shading network and the displacement settings.

and the update…

c&c is as always welcome.
-r
Awesome! looks like a photo of a miniature
well rendered!
Not really a crit, but: about his armor, it doesnt seem sensible for him to keep his belly open and cover everything else. the belly is probably the easiest to penetrate (no rib cage etc.).
But well, I love the look of him, so additional armor is completely unnecesary 
Awesome idea and model.
The gear texture looks a little too flat and simple. Use Gears of War or Quake 4 for armor reference on how to add more complexity and bring the best out of your model.
For the skin, I only have to say it looks all too orange. Try looking at some frogs pictures and see how the belly and chest part are lighter or the even have a completly different texture than the back. Make it more rich in textures and shades of other colors. Add some visible spots to the back of his body and limbs. I also think snails have a more ruged skin, not so flat.
hey you two!
seZereth: thanks alot for the very kind words. you are right about the armor, but i don’t see him as some kind of big warrrior type, maybe more like a pet-detective or so.
AgustinLV: thanks for the crits. i’ll surely get back to work more on the armor pieces. think they look too flat myself. about the color of his body i’m more or less happy with it now, i might add a bit more detail to the legs and a few other places.
-r
hey guys!
i’ve started on his new gun.
here’s a pict of where i’m at atm.
think there will be som hoses from the little holsters on the top and from the shaft, connecting to his armor somehow.

let me hear what you think.
-r