Spent the past 2 weeks working on this. I even posted a link to the older version in the modeling section to get some feedback on my modeling technique and topology. I have finished doing the subdivision surface detailing and adding materials. I am currently using 3 different materials, all 3 of them are diffuse shaders mixed with glossy shaders at 50% factor. My model is currently sitting at 4,572,072 triangles with 2,294,268 vertices (subsurf level 2 on everything). All 3 images are rendered with Cycles at 50 samples. I keep forgetting to turn that up before I do renders to put on the internet to show people. I still need to do some more work on the materials, convert the curves to meshes and modify them to look more varied, and add small rivets and such to the model to make it pop out. I will also likely model some small items to put in the environment with it and maybe add an HDR environment image texture. Maybe add some lava on the ground or something. Might decide on a chapter of the Space Marines and start modeling little logos and skulls or something to put on him. Who knows!

In this render, you can see some of the back details that I worked tirelessly on. I am not super happy with how the exhaust pipes turned out. They still look a little faceted. The leg joints also look a bit faceted, which is a shame because of the number of vertices they are sitting at. I am actually quite happy with how the actual backpack turned out though.

I am satisfied with how the claw turned out. I probably could add a great more detail to the front if I could decide on a chapter. This is where the rivets are really going to kick in and make it look much less bland.

He’s coming to get you!

Here is the link to my post over in the modeling section: http://www.blenderartists.org/forum/showthread.php?355252-Looking-for-modeling-critique-of-my-Dreadnought

Any C&C is greatly welcomed and appreciated. I haven’t been modeling for very long. This model is the absolute largest project I have done, and has pushed my skills to their limits.