Old school character creation process
Here’s a character I made, and here is the process for creating an old-school (last gen, no normal maps) character for a Wii game for Red Fly:
His proportions are different from the concept because he had to be made to fit an existing rig and skeleton.
Concept (by Thomas Szakolczay)
Grayscale underpainting in ZBrush
Texture process in Photoshop
Grayscale underpainting, then add color and levels to skin, then color and levels on armor, add scars and final touchups for final diffuse map.
Model with diffuse map
Similar process for creating specular map using same grayscale underpainting, adding grunge, noise, patterns, and especially bringing out edges to describe form.
Model with specular component only
Final model w/ both diffuse and specular components: