I was responsible of creating high-res and low-res models, textures, materials, blendshapes and damage states.
I rendered everything into Unreal Engine 3, posed in max, and slightly composited into Photoshop (adding background, color correction, etc).
Shader system by Erick Bilodeau.
Eyes shader/textures by Erick Bilodeau.
Rigging/skinning by Julia Qi and Simon Habib.