This character was created using 3ds Max, Zbrush Mari by the Foundry, Topogun and UVLayout. Initial basemesh was polymodeled in 3ds Max then brought into Zbrush for sculpting detail. Texturing was done in Mari using photographic textures and utilizing diffuse mask layers to non-distructively build up paint and decals; bump maps were also generated during this process. The final renders and look dev were done using VRay. Lighting was created using a basic 3 point studio set up with GI enabled along with a low intensity HDRI dome.

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