Almost the entire model was hand retopo. Most of that with Maya retopo tools.
Some of that “retopo” was re-creating the chains, beads, rope and so on with Blender array modifiers and curve modifiers. Blender made quick work of re-creating the Zbrush artist’s arrays. This way we could uv map smaller segments and save time and image resources.
Some cloth parts were Zremesher.
The final model was assembled in Blender from all of the various parts. As we were going to render it in Cycles.
It was the images that capped it off in Blender. Arnold handles image data completely differently. I am not sure it was totally due to polygons. Anyway this is a known limitation of Cycles. At least I know it now… lol. But I have ran into other people here with the same issue. Cycles needs to get better handling of image data. We had a lot of UDIMS from Mari as well which we had hacked a way to make work in Blender.
But it was all for not since Blender can’t render it. I brought this up in the UDIM thread. Very important improvement needed for Cycles if we are going to get UDIM.