Example of 3d character design: Goblin
In this personal project I created a 3d concept art of a goblin character, as well as a low-res game-ready model that could be used in real-time context, for example in a game engine like Unity or Unreal Engine (after applying a rig obviously).
Character development began with simple thumbnail sketches in Photohsop, from where I jumped right to ZBrush. The most part of character concepting was done on-the-fly while doing digital sculpting in ZBrush. Autodesk Maya was used for retopology, but even here half of the job was already done by the new at the time ZRemesher, which replaced QRemesher in the 4R6 version of ZBrush. Photoshop was again used for making some alphas, combining and tweaking of the low-res textures, and, of course, for the compositing and digital painting.
This project served as an interesting exercise in many ways, as at the time I was just starting up with ZBrush, and also wanted to try a more experimental approach to character concepting, that is doing most part of it directly in 3d.