A project at work called for a number of goofy background NPCs so I jumped on the chance to make some cool models.
The faces are gray because I want to focus on the outfits I made.
Zbrush, Maya, Substance Painter
Check the models out in this 3D viewer. You can see the wireframe as well as the UV layouts. The suit and farmer both have half of their texture sheets set aside for head and hair textures, but I set them to gray to focus on the clothes.
Suit in Zbrush
Armor in Zbrush
Farmer in Zbrush
Body Blockout WIP
Close to final Armor with polygroups shown. I make use of polygroups in Zbrush to define my ID map for texturing. I export the polygroups as materials in the FBX export settings.
Here is the UV unwrap on the low-poly model.
After baking maps it looks so cool to just throw a metal material on, but our games are limited to only use diffuse texture which means we can't get all the cool stuff for free. Gotta bake in some lighting and material properties onto a single texture.
For all the reflective shine on armor, I used the 'baked lighting simple' filter, set it to screen, and then made many copies while moving the light position around.
I then duplicated the light group and blurred one copy to get the softer falloff on the armor.
Once I had the metal parts how I liked them, the fabrics and leather were pretty straightforward.