Finally finished after a ton of texturing and re-texturing and re-re-texturing.
Reason why this took so f-ing much is because I had to learn how to create some stuff for him in the process, meaning that I had to check out tutorials on normal , ambient occlusion, displacement maps, etc.
Final texture is made out of a color map, a specular map and a normal map, the colormap having an ambient occlusion map multiplied over it. Map sizes are 2k. Poly count is 13 300 triangles for the final model. The hi-res model was about 13 million.
Maya for modeling, Z-Brush for high poly sculpting, poly painting map baking (x normal was also used for map tweaks) and photoshop for texture tweaks.
NOTE: This was created as a workshop exercise on low poly game models. The concept idea was provided by the very talented George Munteanu aka GeMNT.
Enjoy and thanks for visiting,
Final presentation sheet:
Zbrush high poly version:
Low poly finished version with the old textures: