I would understand better the workflow for a game asset production
for now I use to make a 2D concept or directly making the base mesh in maya or zbrush
after I sculpt and try to polypaint
now...
I would understand better what to do to have a final lowpoly handpainted textured game asset
I think I must generate the maps, make the retopology before to unwrap the uv and reproject all the high details, but I don't know for sure the order of the things to do
Replies
A short but sweet tutorial by Warren Marshall that goes over the process of making a manhole cover.
https://www.youtube.com/watch?v=ZSs3S1Zc-oU
A multi-part tutorials that goes over making a PBR Prop
https://www.youtube.com/watch?v=Liqw2WbT2c4
The basic process is high poly model > low poly model > UV Low poly > Bake High poly details to low Poly > Texture
https://www.uartsy.com/course/environment-creation-in-unreal-engine-4
I believe you can also purchase and download the series online.
It goes through asset creation, preparing for level design, and of course in relation to the thesis of your original post, it goes through the asset workflow or asset pipeline process. I highly recommend it.