This is a real-time cinematic character I was working on for an unreleased project in UE5. The majority of the clothing was authored in Marvelous Designer and cleaned up in Zbrush. The laced leather stitching, embroidery, and complex stitching on the pants were authored in Maya. The hair textures were authored using XGen and the hair card geometry was authored in Maya. The head and the hair are still work in progress, so I will provide an update breakdown once those are finished. The head textures and pore details were authored using the VFace scan assets from Texturing XYZ. The materials and geometry of the character are set up to utilize tiling detail normals in engine and allow for modularity and swapping of armor pieces. The cape and hood are both authored to work with cloth sim as well. The hood is built to be able to pull over the head with the proper rigging and animation support.
I was the sole character artist on the project, so I tried to set this up in a way that it could be handed off to a tech animator/rigging artist once the support was provided.
The concept and material breakdowns for the character were done by D Phillips.