Concept sketches to detail each part of a character design, each with annotations on consideration of materials, ease of modelling etc.
Once a design has been finalized it is drawn up in orthogonal character sheets, for conversion into 3D
Colour concepts generally have various iterations before being signed off
The character is modeled in Autodesk Maya, with poly limits constrained to 4k, and a UV map is generated for basic texturing and application of normals.
A high poly sculpt is made in Zbrush, for normal map generation.
The character model with applied normals.
Rigging and animation of the character, ready for export to a game engine.