A full character for use in a real time game engine, rendered in marmoset toolbag.
Was designed to have helmet/visor/suit/armor removed with varying different states.
Sculpted in Zbrush with some parts hard surfaced modeled in 3DsMax. Textures in Substance Painter.
Environment textures created in Substance Designer.
I also used mixamo to quickly auto rig/animate to envision a concept of how the character would look in a world.
Consisting of 4 texture sets (albedo/norm/gloss/spec etc) with an additional 3 textures for eye setup.
Roughly 68000 triangles and would estimate to be 9 draw calls in an engine rendering.