Less than 3 hours until submission time!
I made a human character with some different clothing. Spent far too much time on sculpting his face and had to rush through the clothing, hair and accessories pretty badly. In the end the face details were shown through AO maps instead of normal maps because normals gave this visible seam straight down the middle where I mirrored the mesh. Need to learn how to create low poly meshes without the use of sculpting a high res sculpt first as retopology and creating a cage for baking normals take forever.
Here’s the untextured versions of the humans. I tried to make a detective outfit but then got told off as rigging each character with very different outfits would be unnecessarily time consuming especially for this project.
So, I made a couple of different textures for the humans, props and the UI.