A character I made to test a zbrush hard surface workflow, and also get more practice with zcloth. Was a lot of fun to make and I will definitely be adding Zmodeler to my workflow when doing more complicated hard surface. The character was made 100% in Zbrush, organic parts retopoed in Zbrush, hard surface parts retopoed in 3ds Max, textured using substance painter. The scene in the back was made all using megascans just so I could throw something together really quickly. Rendered in Unreal Engine 4.