A series of bandit models created based on my own concept for in-game NPCs for Camelot Unchained, now in early access on Steam. Each bandit was designed to save on modeling time by re-using pieces, while also pushing the silhouette and readability for each type and tier. The sculpt and proportions were limited by a pre-existing rig, so unfortunately I couldn't push things quite as far as in the concept, but I was able to push in certain areas of the outfits to maximize silhouette impact.
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Weapons range from 5-12K triangles, each character ranges from 25 to 45K triangles. Each character uses two 2048 maps and one more for the weapon.
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I created the high poly sculpt in Zbrush, hard surface elements in Blender, and used Blender for the UV layout and retopology. I used Substance painter for the materials, and then finally brought them back into blender for posing and renders after importing them to the game engine.