
As a side note, I feel like there's some joke to be made about how it's a clay rubber duck....of DOOM!

Wait....I can fix that! I can TOTALLY fix that....
I plan on punching out the rest on Tuesday morning, and to hopefully magically finish a rig too. 
This gives a sense of the relative scale of the legs and head to the body.
Here the shell normal maps are more visible.
Here is the final shot, showing the skinned rear leg. Most of the detail is from the normal map i painted in photoshop.

This is my own interpretation of the Parthenon. More recent image soon to follow. I have yet to decide how to do the tiles on top. I don't have the desire to send the poly count up another 100k just to add tiles, but I know not of any implementation for parallax mapping in maya, which would be great. I'll probably just create a displacement for it, if I don't find anything. If anyone happens upon this humble blog and does know, please do share with a comment.
Lo and behold my second ever head model. The nose needs some more work, but his main purpose was to make some blend shapes. Though this has been put on the back-burner until my semester is over.
Here's an eyeball I made to complement the head. Once school's out I hope to give him proper skin too(SSS woot!).
Now to prove that I do at least know of the existance of color, here's the first dirty iteration of a shield, one of hopefully many props which will populate the Parthenon. I decided to mess with Maya's procedurals to try and make the leather, which I think has some potential.