
The highres model was done with a combo of Sculptris for the organic bits, and Softimage for the hard surfaces. This stuff was fairly straightforward, and was mostly a matter of figuring out what I wanted the armor to look like.

For the lowres, I used Softimage to get a sub 3000 triangle version built. The contest limited textures to color, alpha, and specular maps. So, I planned on baking out some ambient occlusion maps and using them as a base for the color / spec. This is pretty much as far as I got before running out of time, but I'm liking this guy enough that I think I'll eventually finish him off.