Up to this point I had only made assets and environments, so I wanted to push my character skills by taking one through a complete pipeline.
Concept
I searched for references and put together a moodboard. Once I knew what I wanted her to look like, I made a quick concept in Photoshop.
Sculpt
This time the model was organic, not hard-surface, so I sculpted the high-poly in Mudbox. It was my first time with it, but I picked up the workflow quickly.
Clothing
With the high-poly ready, I rendered front and back views, drew a clothing concept over them and modeled the clothes in 3ds Max.
Retopology, baking and texturing
Then came the retopology — my first one, so getting clean loops for the low-poly was tricky. Finally I baked the model, painted it in Substance Painter and moved on to the renders.

