For this game character, I value the material definition, anatomy knowledge, personality, and animation-friendly topology. I created first a high polygon base mesh, the body armor modelled in Maya and the leather vest simulated in Marvelous Designer. Then I sculpted the character in ZBrush, for details I used also NoiseMaker with my own textures and I used a custom own brush for vest stitches. I used the face of Jeffrey Dean Morgan as a reference for the head. After sculpting I created the low polygon mesh in 3ds Max then I made the UV map in Maya. I textured the soldier in Photoshop and with Quixel Suite, I painted PBR textures. Finally, I rendered the images in Marmoset Toolbag. Polygons: (Head: 6 852 triangles) (Hair: 8 680 triangles) (Body: 29 974 triangles).
Check out the character in Marmoset Viewer:
Wireframe images:
ZBrush sculpting:
I created a custom seam brush for the leather stitching.
The character contains about 46 000 polygons, (Head: 6 852 triangles) (Hair: 8 680 triangles) (Body: 29 974 triangles). Head and body have separate PBR texture sets (albedo map, normal map, specular map, metalness map, glossiness map, opacity map, occlusion map) – (4096 x 4096).