Process
Conception
Every project starts with an idea or needs a solution to a problem. I use a developed methodology on designing most any visual problem from training and experience in the design world. After the design is finalized I will create orthographic views (Front / Side / Top) to assist in the modeling process.
Modeling
I use the orthographic views to block out the major shapes. It's important to build out the base mesh with only quads if possible. This is so both UVW mapping and Animation deformation work correctly down the line. This process usually begins in a solid modeling program. I use 3ds Max, Modo, Maya and sometimes Zbrush.
UVW Mapping | Textures
UVW Mapping is unwrapping the model into a flat surface that can be painted for color and effects. Building a solid UVW map is essential to building solid models with no distortions, especially with organic objects and characters. Modo has a fantastic UVW mapping system built into it.
Detail Development
At this stage I will dive deep into the model details developing the final shape and colors. This process is strongly dependent on model and scene needs. This stage can be time consuming but certainly worth the effort. For fine details in organic objects I will usually use Zbrush and for hard surfaced models I will use Photoshop.
Shaders | Lighting | Rendering
Materials, Lights, and Rendering go hand in hand after UV's have been laid out. At this point I will begin with adding details with Adobe Photoshop and Zbrush such as Diffuse (color), Specular (highlights), Reflections, Bump, Displacement, and Normal Maps. I will traditionally build a reference scene and move the model into it for lighting and rendering which is used to check the materials.
Compositing
Compositing is the process of stitching the pieces of the shot together. I primarily use Photoshop and After Effects to accomplish this as they easily work hand in hand. The compositing process includes layering elements into a shot, color correction, effects, some editing, and audio when used.