Howard was the result of a 4 week character modelling project set at FutureGames.
Although I don't want to become a character artist, or animator, I had fun with this project and I am pleased with the outcome.
I used this time to learn the basics of ZBrush and rigging in Maya. My workflow was as follows....
Concepted in Photoshop >
Sculpted in ZBrush >
Low Poly modelled in Maya >
Baked in xNormal>
Textured in Photoshop & Mudbox>
Rigged & Animated in Maya>
Recorded & Game ready in Unreal
Watch the animations below.
10,000 Tris + Fully Rigged
2048 Texture map + 2048 Normal map
4 Week Project
Workflow Progression. ZBrush sculpt, Low Poly in Maya, Normal map with occlusion and finally the finished character with material in Unreal.