I had started this around the beginning of this year for the Grand Space Opera Artstation Challenge, but I couldn't finish it in time. However, I still continued to work on it as I loved the original concept of Ognjen Sporin (https://www.artstation.com/ognyendyolic) a lot. So, now this is my realization of his concept (https://www.artstation.com/contests/grand-space-opera-light-age/challenges/92/submissions/58100).
The character was mainly sculpted and modeled in Blender, though the initial cloth modeling was done in Marvelous Designer. The textures were done in Substance Painter, and the final renders were taken in Marmoset.
There are four 4K texture sets, and the final triangle count for the low poly mesh is 98,560.
The environment used is a simple cylinder with some minor sculpt done on top. The materials for this were made in Substance Designer, and the final textures using these materials were done in Substance Painter as well.
The flame on the hammer was simulated in Blender, and I took eight renders of it from eight different angles which I later projected onto eight cards placed according to the cameras used to take those renders. The particles were done in Houdini (as I am not familiar with Blender's particle system yet), then cards were copied onto those particle points and were later exported to Marmoset.
This was a fantastic learning process for me, as I usually don't do real-time characters often. Hopefully, I will get time to do more in the future.