I sculpted his head in zBrush and modeled everything else in Maya using open subdiv. I'm thinking of this version as a mobile thing, so the texture is unlit/diffuse only, and there are only 28 bones with a maximum of 2 influences per vert. I used occlusion and the object space normal map channel that looks like top-down lighting with blocked-in flats for the texture map.

Turntable of his run animation playing in Unity.

Sketchfab player using a unlit/shadeless texture map.