First, I'm solving the geometry, because I'm going to apply the textures onto one single material, using one model only:
Modeling the base mesh in Maya, using Quads in case I have to deform the model
Aligning zip teeth using a NURBS curve
Sculpting details and relief in ZBrush, and
Back in Maya, importing Displacement and normal maps:
If you want to know more about modeling props, characters, and environments, click on these cards:
Modeling XReality Prop
Modeling prop glasses assets for an augmented reality app. 3D scanning, adding retopology with Quad Draw in Maya, and setting up with Python tool.
Modeling Prop
Modeling a prop hand grenade asset through references, templates, schematics, modular polygons & UVW in Maya. Sculpting detail in ZBrush.
Sculpting Human Body
Modeling a human body using ZSpheres, retopologizing mesh and opening UVW in Maya. Sculpting micro-detail in ZBrush. Exporting normal and displacement maps.
Sculpting Human Head
Sculpting basic detail in ZBrush, applying retopology in Maya using Quad Draw and re-importing into ZBrush for micro detail.
Modeling Mechanic Char.
Modeling a mechanic character with automatic edge loops with ZRemesher, importing as OBJ into Maya, and sculpting detail in ZBrush.
Modeling Exterior Env.
Modeling exterior environment for render time by drawing CAD floor plans and elevations, extruding quads in Maya.
Modeling Arch. Interior
Modeling architectonic interior, drawing CAD floor plan and elevations, modeling rooms and furniture using quad extrusions and NURBS in Maya.
Modeling Level Geometry
Modeling real time level geometry using CAD floor plans and elevations, blocking out meshes and adding details in 3D Studio Max with booleans and stacks.
Reconstructing Photo-grammetry
Reconstructing, repairing, and cleaning up photogrammetry scan, using ZBrush Dynamesh and ZRemesher to open UVW and clean up textures.
Lighting
I'm building up a white background and lighting with High Dynamic Range Images for photo shooting Studios. Plus a couple of spotlights for filling in dark spots and getting some light bounces.
Rendering
This is the rendering process I'm implementing:
Rotating Y on a locator and parenting my model
Applying textures, using the same UVW position for all variations
Using the same material, changing every time the texture via render layers
Sending to color buffers in EXR format
Rendering the optical effects only once (Motion Blur, Masks, Depth of Field, etc.), and
Importing and compositing in Nuke.
If you want to find out more about rendering, take a look at these case studies:
Texturing Character
Texturing a character for render time by opening UVW in Maya, hand painting and extracting PBR textures in Substance Designer/Painter, rendering EXR.
Rendering Interior Env.
Rendering an interior environment through animatics and concept, HDRI lighting, texturing, simulating VFX with Maya Nucleus, rendering EXR, Nuke comp.
Texturing Buildings
Texturing buildings for real time environment, modeling and UVW in 3DS Max, hand painting textures, applying to materials.
Compositing Short Film
Compositing short film using Nuke by rendering EXR and grouping background, character, volumetric lights, simulations and optical effects.