Since you're so new to it, before building one yourself you might want to have someone build this one for you and then practice installing peripherals and drivers. Building a PC from scratch can take some experience and bring even pros to pulling hair out.
Yesterday I started working on another project, to learn more and practice with loops(panel loops, group... ). I'm trying to model this concept art by RattledMachine -» http://rattledmachine.deviantart.com/art/Bugman-473967894 Here is my progress so far: As usual, all comments are higly appreciated. :)
@Vertucio: Thanks for pointing that out, I will make it a point to get those shapes right on the next head. @dustinbrown: Thanks for the compliment. The Asaro head was just done as practice. All of the heads that I have done have started from spheres and then just pulled the forms out.
Justin's recommendation, the UV straightener script is practically a one click solution. Works much better than rectify. I tried using rectify, but I never got it to actually do a single thing, it wouldn't even move a vert. Maybe I am using it wrong?
It's good experience. It will force you to practice and produce more stuff for your portfolio. It will give you a better grasp of what production is actually like. It also may provide you with industry connections if anyone else from your team gets hired. So that would be a "yes".
There's nothing wrong with using floaters, in fact they're an essential part of production. Most of the guys doing the workshops were probably doing it for a solid high to show / working on complex modeling workflows. Practicing complex mesh modeling now saves time later. My opinion on that anyway.
wasn't maximillian a master sharpshooter? And when he was at target practice he would spin his pistol like a western gunslinger.... that little bot, victor or whatever was cool too.. actually both of the characters were created as Quake2 player models and probably downloadable on this site still.
Really nice tutorials MOP. I have a general question about the model's topology. You created the topology to flow with the muscles of the body, and the result is pretty nice. Is this a common practice for most characters, clothed or not? Most models I've seen that are clothed just have the usual topology.
I hope I'm not off topic, but I just noticed that the link to the normal & displacement mapping tool ORB doesn't work anymore (http://www.soclab.bth.se/practices/orb.html). Does anyone know if there is an alternate download link for it? (I searched the net, but I couldn't find one).
Thanks, I'll see what I can do about that. About the width of the side I'm not going to bother since I wasn't aiming to be 100% on the proportions more of just simple practice. More small detail crits would be helpful, hope to you update soon ^^.