@Snowcone, Apologies for not replying! I also owe 95% of my 3D knowledge to CG Cookie. I've learnt almost everything I know about Blender through them @Marcos - Awesome stuff! Great subtle muscle tone in the stomach. Also (and this will sound very weird) nice folds around the knee - they make all sculpts feel that much more real to me Anyways, with what little time I've had around school, I've been making some progress on my 'Watcher' robot. I started by making a fresh model for the head, based on the initial sculpt and then multi-res sculpted it rather than with dynamic topology. Then I started to make the chest, and sculpted that. Then for retopo! I'm still not sure how I want the arms and legs to look yet, but I'm not quite that far in. Anyways, here's some screenshots. Apologies for the nasty conglomeration of pictures here, it's late and I can't be bothered to present them in a cleaner fashion. Apologies also if this paragraph makes no sense, again, it's late. Also, I was initially trying to optimise the heck out of the chest and helmet, as I was worrying about tri count (I get quite concerned about it) but I was aiming for this model to be a semi-next-gen asset, so I did some research on the standard AAA tri count for a main character - Ryse has 80,000!? I thought we were stuck on 15000. I've been living in the stone age apparently. Anyway, at least that means this guy should run pretty well. Larger wireframes here: http://puu.sh/8YnmN.jpg http://puu.sh/8Ynkz.jpg Oh, and here's the original sketch and the model so far. (Also as a sidenote anyone heard about star citizen with a 7,000,000 polygon ship? Cryengine 3 has an active poly-culling engine, so it can run something THAT big; unbelievable).