I decided to practice my modelling by creating a fan art piece of McCree's Blackwatch skin from Overwatch.
I've attached some images of the process. I woulld love some comments and feedback and ways I could improve my workflow, hope you like it!
General workflow:
1. Blockout in Blender
2. High poly in Zbrush
3. Lowpoly using blockout in Blender
4. UV Unwrap in Blender
5. Bake normal map and AO in marmoset toolbag 3
6. Import model into substance painter, import normal and AO
7. Texture paint inside SP
8. Re-import to Marmoset for some final renders with textures
I feel like I learnt a lot about the workflow for creating assets whilst learning Blender 2.8, which is awesome!
The model is sitting at around 4.4k polys using a 2K map (UV is mirrored)
Higher res and 3D viewer can be found here: https://www.artstation.com/artwork/nQPOar