And this was the turnaround for the second stage of modularity.
And now for some brief process of the modeling:
After completing the low poly model in Maya, I went into Zbrush for some hi poly sculpting:
The head went through some funny changes. I had problems deciding the character's haircut:
Once texturing phase kicked in, this was what I ended up keeping. :'D
I liked how the eye turned out in the Zbrush window.
Completed textures for the base appearance.
Completed textures for secondary appearance.
All three low-poly models showing the levels of modularity.
Brought the model into UDK and started working with the materials.
This was the final pose for the character.
Got some Fresnel on dem stripes.
And finally, the turnaround sheets:
This is the second character model I've ever done, so it's kinda crappy. I documented it well though, so I wanted to at least share that.