My goal for this model was to create a game ready low poly asset, retaining the silhoutte while retaining as much of the details in the texture.
Started off as a high poly scan using an Artec Spider 3D scanner and processed in Artec Studio software and used Houdini to align, center and ground to the world origin planes.
I then took it into Maya to retopologize and optimize it into its final low poly form. Used Substance Designer to bake the diffuse map from the scan mesh. Then took it to Substance Painter to bake the normal map, after that was a lot of manual cleanup for the diffuse and normals as well as adding in the roughness and meatiness channels to achieve the final look.
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