A bit of backstory (skip to the images if you really want) -
Whenever I go to draw a futuristic suit of armour/outfit/whatever, they all seem to come out more or less looking the same for two reasons.
1. The whole 'everything-has-been-done-thing', which is true depending on how you read into that. (not wanting to launch discussion btw)
2. I seem to unintentionally limit my imagination for complex models due to what I think can and can't be done with my skills and in 3d in general - ie. will it be riggable, renderable, etc.
So, in order to combat the second one, I decided to just grab a premade human model so I didn't need to stress over musculature for once and sculpt a design where for all intensive purposes - topology doesnt really matter. You just play with forms. The result is the light grey rough suit. Yeah, it could be much more polished, but that is enough for me seeing as the details of the design are in my head anyway and this isn't for a client.
Now I'm going over it with a very methodical use of the Re-Topo tool. Which is great. Previously I would have either left the squarish padding parts out of a design for fear of how to make them, either that or just go the displacement method and have a character of 2 million poly that could have been done with 400,000 or less. (FYI, The main Iron Man suit was under 900,000 poly). Now that I've gone this way, I managed to pull off the padding in continuous topology. There are a few tris in amongst that due to the beveling, but outside that padding it is all quad.
Planning to rig (with meshDeform obviously) and texture - add a head, weapons and the like.