The mesh is included in 3 different polycounts
(approximately 900, 3500 and 6500 triangle polygons), so it can be utilized for different purposes or used for dynamic LODs.
LODs and their skinning are handmade to meet high quality standards - they all include a bone skeleton and skinning which is optimized for the use in realtime engines. The skin weights are set exclusively on vertex basis showing complete soldiers polycounts and bones
Many equipment items are realized as separately selectable mesh elements with separate textures, so they can be easily removed if required. separate equipment items for soldier
The character has got one single 2048 pixel base texture and some smaller additional separate textures for his equipment.
Normal bump maps and specular maps are also included for all textures.
The main texture and headgear texture (if included) come with PSD files that have conserved layers arranged in a very clean and easily editable way, so the character texture can easily be modified and customized to change the look of the character showing the photoshop layers in complete soldiers