Textures Breakdown. The Multi-Channel map consists of Ambient Occlusion, Roughness and either Metallic or Scattering maps (Depending on the texture set)
Rigging Breakdown. I originally modeled Aloy in a T-pose, and then used a rig to control the pose, as well as used blendshapes to control the facial appearance
UV Overlapping. For the pieces of clothing that were hanging, both the front and the back faces share the same UV space (as seen in this example). This method optimizes the space in the texture set, and gives a sense of depth to the clothing
Big fan of the game! I can't wait for Horizon Forbidden West to come out