Starting without a base mesh in Zbrush I sculpted using dynamesh to familiarize myself with the sculpting to retopo work flow. Molding the digital clay into the character allows for a more fluid artistic approach to modeling. After the sculpt I retopologized the model to make it more animation friendly and allow for UVs/textures to be created. Using the xNormal program I baked the normal, diffuse, and AO maps which I then stitched together in Photoshop so that the model can then be imported into Marmoset toolbag for rendering.
Zbrush, Maya, 3D Coat, xNormal, Keyshot, Photoshop