First attempt at a full character from sculpting to skinning.
UPDATE 1: (VERY) rough sculpt; abused Dynamesh, initially, but later used subdivisions for detail. Hardware could not keep up with detail requirement at the 4m level. Optimized decimate needed?
UPDATE 2: Final Sculpt; pre-wrinkle detail due to hardware limitations. Crashes upon reaching 4m verts needed for fine detail...
UPDATE 3: QuadDraw; new process, but fun. Was able to keep under 8k tris for final low res model. Done in Maya 2018 with UVs, Substance Painter for baking Norm and AO.
UPDATE 4: Rigged and (slightly) Skinned; Maya 2018 all the way. Fatal errors no matter how I troubleshoot painting influence weight in for skinning... Will keep looking for a solution.
Final submission for class, but will figure out a way to fix fatal errors in skinning process. To be continued.