This is my second character. I wanted to try something a bit more advanced, so I dove into the full pipeline and learned some new tools: from blocking and sculpting to retopology, UV unwrapping, texturing, and the final render. Modeling and retopology were entirely done in Blender. The skin textures were created in Substance Painter, while the clothing elements were done in Quixel Mixer. Anatomy and clothing were sculpted in ZBrush. I used xNormal to bake the hair maps. +Character rig showcase.