The hardest part of this model, was trying to figure out the overall shape and proportions. A basic shape was punched out and the molded as the detail was studied. At first, it was hard not to want to redesign the piece to make it believably functional. Eventually, all designs were scrapped and the reference followed. Here is a look at the mesh of the body and how it was finally realized.
This was the fastest part of the model, and honestly the most enjoyable. After wrestling with the body design and deciding to adhere to the reference, the artist was let loose on this piece. Control system needed to be figured out and designed. Here is a look at the mesh for the leg.
Knowing that a combination of bitmaps and procedural textures would be used, it was time to get unwrapping. In order to save on renders times, they were all combined and painted as a single map.