Here is a example
know that we know what type of modeling we use for creating our models let me go over general workflow.below are a few great reads about general game asset creation
https://www.pluralsight.com/blog/film-g ... game-ready - General Concept
http://www.cgmasters.net/free-tutorials ... en-assets/ - Really good Blender one
A base workflow the a majority of cgi artist use is the following
-High Poly Mesh
-Retopology (Remaking mesh to be Low Poly)
- UV Unwrap
-Cavity & Ambient Occlusion Map
When creating your High Poly mesh go nuts with it, add as much detail as you can as all that information will be transfer to the low poly thanks to our maps. To achieve your high poly model start simple and add all the detail, make sure your edge flow (poly flow) follows all the hard edges on your model.Really look at your reference images during and before you model. visualize the shapes and the edge flow that you want before heading into your modeling program it helps alot. use a subsurf/subdivsion modifier to the mesh. it may look will soft at first, but that is okay! use this technique to select your hard edges and bevel them to achieve the best results
After your complete your mesh you will then want to start on unwrapping your low poly model. this may be the most boring part when it comes to 3d modeling. you want to work piece by piece when working on your UV Map making the big parts on the model large and the small parts on the model small to make your UV Map more efficient..
https://en.wikibooks.org/wiki/Blender_3 ... Map_Basics
Baking and getting your maps is the most tedious task when it comes to modeling but if you setup your model correctly it should be a breeze.. you should spend the most time on getting your maps perfect. they really make and break a model. there are several programs to bake your maps in so i will try to link a few.Before baking and after uv maps triangulate your low poly model. all game engines triangulate your mesh for you but doing it in blender forces the game engine to render your triangles and not their's that way there is no shading errors on maps.
Ambient and Cavity Maps
I really hope this helps people out and gives them a good place to reference what to do. i suggest really learning what your tools do in your 3d program before jumping into modeling, really get to know your 3d program it helps a lot.