Breaking down the concept
Before starting production, I take Rinehart Appiah’s initial concept for the creature and start breaking it down, thinking about what real-life materials can be referenced (leather, iron and so on), as well as which parts of the character can be symmetrical. This is important because thinking about symmetry early saves you time later on. If you can’t see both sides of assets at the same time in-game, I tend to make them symmetrical to improve efficiency.
Brass that’s grimy with some oxidisation. Matted and coarse fur. Cast-iron material (similar to what you might find on an iron cooking pot) has low reflectivity and gloss. I’ll be covering this leg scar with fur, because keeping the rear legs symmetrical will improve texture space efficiency. Leg armour on the sides doesn’t have to be unique on all four legs. I’ll consider reusing one or two pieces across the character.