This was the first time I ever sculpted anything at all in a 3D software in an attempt to teach myself how to sculpt, retopologize to suit a game pipeline and texture it all. The brief I set to myself was to create the bust of a humanoid in a caricature style and import it as a "hero asset" into Unity.
The result of this learning is this model, which I have dubbed Old Man Oratio (the name was revealed to me in a dream after being exhausted trying to make sense of Zbrush's not very beginner friendly UI). He ended up sort of looking like a character from a classic Pixar short called Geri's Game, which was unintended. In the end, I achieved my goal, I am now familiar with sculpting, especially with Zbrush. The model itself is also decent for a first attempt.
Below are some images of the model brought into Unity with some lighting and post processing:
Engine: Sculpted in Zbrush, retopologized in Blender, textured in Substance Painter, rendered in Unity 2019.
Production Period: Made in my spare time in 2 weeks.
Notable Features:
Emulated an art pipeline that would be used in a game context to make the asset game ready and efficient when imported.
Taught myself how to use Zbrush with a practical goal.
Below is the model in SketchFab so that you can rotate it around. If you never used SketchFab before, I recommend checking the bottom right icon that looks like three squares, which allow you to check individual specific views of the model, like the wireframe: