A current work in progress, almost finished though. The scene alone without the character and horse/cart is 5394 Poly with 2047 x 2048 diffuse maps so far.
For this project I am copying what I see in the game. I am using it as practice, testing myself by trying to see if I can interpret where objects are seperate/flat surfaces and copy and pasted areas. So far, the poly count is higher than I expected, I think I've given the interior objects too much geometry. Currently a work in progress- at the moment I am in the middle of unwrapping and texturing.
A friend of mine, Hannah Andrews, had a concept of a giant owl with horns, she asked me to create it in 3DsMax and here's the result :) 2620 Poly and 1024 x 1024 diffuse maps.
As with the horse, I originally created this character in Sculptris first and imported it into 3DsMax. I have retopologised it and am currently working on it's diffuse, normal and specular maps.
Here is my first attempt at making a horse. First I created the model in Sculptris (similar to Zbrush) and imported it into 3DsMax. I then retopologised over the sculptris model using step build, creating loops as I went. And in the end created three different diffuse maps. The tail and mane are alpha maps. I was going to bake the sculptris model and Max model together to create the normal but I decided to create the normal map from the diffuse instead.
This was a similar university brief that required me to create an 8,000 poly character to slot into a game that already exists- I chose Red Dead Redemption and called her Rose.
This was a university brief to create a 1,000 poly villain. Above are my first initial thumbnail ideas, a turn around, final concept and the finished 3D piece. 996 Poly - 512 x 512 Diffuse