There are 3 sub-directories contained within the archive. Two of them use metal-rough workflow for the maps and the 3rd uses specular-gloss.
Of the two metal-rough folders, one contains a version of the model that has a complete skeletal rig for the main character and a second skeletal rig for the jetPack drone.
This setup is the same for the folder containing the specular-gloss maps.
The other metal-rough folder only uses a small skeletal rig for the hoses with inverse kinematics applied to the leading bones on both sides. There are two empty objects that are parented to the back of the arms that are used as targets for the inverse kinematics. This allows the hose ends to move with the arms. The rest of the model is separated into pieces according to pivot points so that the model can be animated using constraints, scripts or just as manually rotated pieces.
This model has 3 main material and texture sets. This was done so that 4k resolution textures could be avoided due to the performance hit they tend to cause for a lot of computers.
Each material has 1 normal map plus 3 greyscale images that are available as separate images and also there is a combined version of the images available in the metal-rough folders.
By using greyscale images for the main color, the model can be tinted to any color and so can be made to look like a variety of metals by the artist that is creating the material.
The combined versions of the greyscale maps have names that are appended with _COLOR_ROUGH_GLOW and have the main color in the x-channel, the roughness map in the y-channel and the emission map in the z-channel.
There are two images in the root folder that show the main material setups I used for the Unity and UE4 screen-captures.
The head model(Ton Roosendaal) and the Blender logo are separate parts for all versions of the model since many people will not want to use them.
The exhaust for the jet-pack drone also has it's own material and textures. There is a colored map which is not necessary since the grey-scale version of the texture can be used for transparency and also emission. The greyscale version allows for the glowto be tinted to any color.
Textures included: Main Model Metal-Rough: Albedo, Rough, Normal, Emission Specular-Glossy: Specular, Glossiness, Normal, Emission Resolution: 2048x2048. There are 3 sets, one for each material.
Textures Included: jetExhaust Color, tranparency/emission Resolution: 256x256
Textures include: blender logo Metal-Rough: Albedo, Rough, Normal Specular-Glossy: Specular, Glossiness, Normal Resolution: 256x256
Textures Include: Ton Roosendaal Color map only Resolution: 512x512