Female character reference was used to sculpt a high resolution version in Zbrush, then retopologized using both Zbrush and Maya, then UV'd in Maya, before painting the character in Mari and Substance Painter. Rendered in Zbrush.
Middle WIP -1
Blough_Heather_GP2M2
Low Resolution Mesh for female Character.
Ending WIP -1
Blough_Heather_GP2M4_001
Low Resolution Model with Normal Maps and Textures created in Mari.
Ending WIP -2
Blough_Heather_GP2M4_002
Lowpoly model with normal maps sculpted in Zbrush, Textures sculpted in Mari, UVs done in Maya. With Poly Hair sculpted in Zbrush.
Ending WIP -4
Blough_Heather_GP2M4_004
Decimated high resolution version of my female character sculpt, just to show a bit. Sculpted in Zbrush, eyes painted in Mari and Substance Painter.
Ending WIP -5
Blough_Heather_GP2M4_005
Decimated version with the bowlegged-ness going on, just because I love how unique this model I referenced was.