Seventeen days of work studying hard surface, face anatomy, creation, aplication of maps and optimization of mesh and textures for animation and best visual results in game. 
Made using Zbrush, Maya, Mudbox ,Substance Painter, marmoset and Photoshop.
 Final render
Real time in marmoset
Real time in marmoset (without heltmet)
Real-time review in marmoset
Wireframe view for topology check
Topology check for animation
Textures check
For all meshes created in scene the next maps were created: Normal Map, Ambient Occlusion Map, Cavity Map, Especular Map, e metalic map

©2018 by Ahldain Michael