Soldier character I did for a canceled project around 21/22. I was responsible for all the processes. Only high poly was done by outsourcing, and the helmet was by the weapon artist. Rigging was also done by outsourcing. I did the rest: including skinning, metahuman set up, RBF research with extra bones on the belt, shoulders, chest, spine, and setup both in Maya and Unreal.
Retopology, uvws, skinning and RBF logic were done in Maya. Texture was done in Substance Painter and bakes were done in Marmoset. Renders in Unreal engine.
To add realism to characters, we needed correct deformations. That was done with metahumans and RBF joints. Instead of blend shapes we use secondary bones and skinning to make corrective shapes. This way is nondestructive, changes in the mesh can be done without having to redo the RBF set up, or the skinning.
Technical aspects are:
Body: 105k 5 sets of textures 4k, objects: 2 sets of 2k texture.
Heads are done in metahuman, directly from bridge.