Finally got some free time and felt like i was rusty so i started working on a robot yesterday. Started by getting a rough blockout of the proportions in zbrush by treating it as an organic sculpt. Then bouncing between zmodeler and C4D for the shell, starting to realize the secret to good hard surface is in the retopo. Really treating retopo as a chance to figure out how all the different plates and pieces fit together. Leaving stuff pretty lopoly at this stage and using a lot of deformers for temporary extrusions of the shells so i can figure out UVs later without a fuss before i bring it into substance painter. I'm thinking 4 UDIMS so i can easily pack it to a single UV tile if necessary but the real thing i'm dreading is rigging such a complicated character for unreal.