The lowpoly and highpoly model of the robot was given by the DAE, but the lowpoly needed more reduced topology and a cleanup.
We also got a bone setup file in 3DS Max so I had to rig it onto that. After cleaning up the topology first then bake the normals and ambient occulsion in Substance Painter, to afterwards fix the last visual bugs in Photoshop and lastly enrich the normal in Substance Painter.
I also did some nice screenshots in Unreal Engine afterwards in my studio lighting setup.