Payday 2. These gangs were first introduced in the new campaign where the payday gang meets the triads. Needed a lot of variations where we were very limited to texture usage. This is where I introduced new pipeline for character creation for Payday where we started to use more modularity without creating too much things from scratch in terms of technical sides and could focus more on the artistic side.
The time frame was short so this new way helped us deliver and also achieve our goal to provide more enemies with the old engine "Diesel" we are using for Payday 2 that it is based on.
All hair modes are using same texture atlas.
Head and body are using 2 dfifuse textures and 1 normalmap. The rest were lowpoly sculpt. to get variaitons.