This is my first big project, I am a Starcraft fan so i decided to draw a Marine... I sculpted all of the details in ZBrush without using 3ds Max, only lightbulbs and eyes were made with 3ds Max 2010. There are also some post-production adjustments with Photoshop, eyes, background blur and some sharpings on helmet...
There are 24.140.160 faces on this mesh. It took 4 minutes to export from Maxigo to Indigo with a i7 920 - 6gb 1866 mhz computer and took nearly 5-6 minutes to see the first image in Indigo. And this image was rendered for 2 hours.
I know that there are some mistakes, but working with such a massive mesh was really hard even on a strong computer


And i got a question for you, can you please tell me the difference, advantages or disadvantages of using normal, bump, displacement maps rather than using just your brush in ZBrush to create bumps, displacements? Because i used only texture maps, i am sure it is wrong but i am amateur as you see, but i will use them after now

I am also posting wireframe image of the mesh, it is actually wireframe but there are millions of faces so it seems like subobject division or something else

Waiting your critics and comments...
Regards,
Buğra