Ok, well. This project had about 75% of the modelling done in blender and all of the rigging and rendering done in 3D studio max. If you don’t like that, then don’t look at it. The skin was done in blender and a fair bit of the internals was too. I switched over when I decided I was going to animate it(I find max easier for animation, and I’ve only got another 10 days to animate it).
The rigging isn’t perfect, but the schedual forces me to move on quickly. So I have to declare this finneshed. The cogs are all controlled by the rotation of one cog, and the face has full morph targest for both internal and external parts. Anyway, crits welcome.
I might pull this back into blender at a later date, and use it to teach myself skinning, rigging, and animation in blender. This, and also because I like blenders internal renderer better than max’s.