This project was made in Zbrush. To create a character like this a moderate understanding of human anatomy and the ability to work from a reference is needed. Sculpting skills in Zbrush as well as using the surface noise tool with the various brushes to create skin-like textures and wrinkles in the skin is important. Once a satisfactory place has been reached I exported it to Autodesk Maya and began to use the quad draw tool to create a low-poly game resolution model. This model was thenUV mapped and also rigged and skinned although it hasn't been posed. Painting the skin weights to limit how much the rig and each joint effects or distorts the model. The game res was then imported to Substance Painter and the mesh textures was of the high res were baked into the final mesh. I then uploaded the finish piece as well as the UV maps used to create the final look of the model into Sketchfab. After adjusting the lighting and composition of the image I had finished.