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 own textures and I used custom own brush for vest stitches. For the head I used the face Jeffrey Dean Morgan as reference. 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:
The character contains about 46 000 polygons, (Head: 6 852 triangles) (Hair: 8 680 triangles) (Body: 29 974 triangles). Head and body has separate PBR texture sets (albedo map, normal map, specular map, metalness map, glossiness map, opacity map, occlusion map) – (4096 x 4096).