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The base model is from DAE in Belgium, but the topology was a mess. So fixed and cleaned up the topology, and did the UV-Map by hand to make sure to use as much texture space as possible, this all in 3DS MAX, afterwards I did bake the high poly model on it in Substance Painter.
After texturing in Substance Painter, I rigged it in 3DS MAX and made some nice screenshots in my studio setup in Unreal Engine 4.