This project was done as part of AIE's second year character modelling assessment, taking couple weeks to complete!
The model has gone through a high-to-low pipeline. Starting with as a Zbrush sculpt before taking into Maya for re-topology. The high poly version of the clothing itself was done in Maya through subdivision modelling, building off the retopo'ed model. The texturing was done through Substance Painter using high poly models to bake her finer details into her textures.
It was definitely a interesting and fun assessment, although I definitively could've spent more time on the rigging, which I hope to explore further in future character models.