For the entirety of the year for our 3D unit we designed and made a character of our own IP. I have an IP heavily inspired by The Elder Scrolls Online in my head and designed this character for it. I made several different weapons for him and put him in different poses for each one.
I made the low poly in Autodesk Maya, using my sketch to get the proportions right, then I imported the finished low poly model into ZBrush and sculpted the higher poly model there and added the detail, then imported the decimated high poly model back into Maya and retopped it. Afterwards, I imported the retopped model into Substance Painter and baked the mesh map of the high poly model and textured it, keeping a separate file of the character for rigging to avoid the risk of any problems, and posed the character in Maya and imported the posed character into Unreal Engine 4 to get the pictures and turnaround made.
I made the weapons only with Maya and Substance Painter because they didn't need a lot of detail. I made the cave pedestal in Maya, added more detail to it in ZBrush, and textured it in Substance Painter.
The purple on the pedestal is meant to be a side effect of necromantic magic lingering on the stone from my IP's story.
Turnaround video