Thanks for the feedback folks!
To answer your inquiries:
Chitterbox: In 3D modeling, one sculpts a surface by drawing lines in space and revolving, extruding or creating a skin across them. One can also utilize or manipulate primitive objects such as cylinders, cubes and spheres.
As far as you mention that you'd have no luck doing it...I don't think it's all that difficult, it just takes time to get to know the tools and how to create the shapes you want. It's like learning a language. One merely needs to spend some time playing with it and eventually you have a good set of skills to create whatever you want. If one is dedicated, one can achieve anything.
Paul1290: Thanks! I'm trying to build as accurately as possible, given a lack of specifications. I'm guessing a lot on scales and certain details because the screen caps I've been collecting often conflict, as well as being in 2D perspective, which doesn't always jibe with "reality".
I don't think this model will be any use in gaming, as the polygon count is enormous. My aim is for accuracy and detail, and I'm focusing on using geometry as opposed to faking it with textures. The poly count for this model will probably be upward of a million polys, and most of the objects are patch-based nurbs models as opposed to pure polygon meshes. This model will be suitable for high-resolution pre-rendered animation for video or HDTV, and I'm adding all the controls for animating everything, including working switches, triggers, lighting, etc.
Revan: I'm using Softimage 3.9, which is about 7 years old. However, it's a legal copy.
Incidentally, if anyone has the Big O Art book, and there are any drawings of the cockpit, control chair, or Big O's interior at all, please PM me, or post them! I need reference materials!
Morning Update: (I added recessed rivets into the track, as well as the body of the track).
