I adjusted the angle of his arms and then started the next part of the production. I used the NEX topology low res head in Maya, then used simple shapes to build all the equipment.
It's important to pay attention to overall proportional relationship between clothing - or armor in this case - and the overall silhouette of a character. I used different colors to separate the armor, leather, fabric etc (Fig.04).
Then I created the details, distinguishing different regions, to prepare the model for the later production in ZBrush (Fig.05).
Sculpting and ZBrush Pass
I separated this character into several different parts, such as metal, leather, cloth and head. Then I added details to each part in ZBrush, such as folds, skin details, etc., (Fig.06 - 08). I made the lower body and gloves symmetrical in order to make the texture maps have a higher level of precision.