1. Block out, either in a sculpting package or Max/maya. 2. Create a basemesh (Normally in Max/Maya, or you can quickly retopo the blockout) 3. Sculpt 4. Create low poly and UV (you can use retopology and UV tools like 3dcoat or topogun) 5. Bake AO, normal, cavity map, (Normally you use xnormal or what your engine has a…