This is not my concept. This concept is borrowed from the amazing: Camelot Unchained – Authurian Shields shields_wip_1200.
Pipeline Process
Step 1 – Rough 3D block-in in Maya
Focusing on overall shape and proportion of elements of the concept.
Step 2 – High poly modeling in ZBrush
Starting from an import of the low poly mesh from Maya and working with components as separate subtools. Exporting final mesh for use in Substance baking.
Step 3 – Low poly modeling in Maya
Building lower res mesh over high res in Maya using Quad Draw and basic primitives. UV unwrapping the low poly mesh. Assigning distinct materials to like components in the design. Exporting low poly mesh for Substance.
Step 4 – Texturing in Adobe Substance painter
Baking high poly mesh over low poly mesh. Painting material surfaces.
Exporting textures.
Step 5 – Lighting and Rendering in Maya
Setting up materials in Maya, with lighting, and rendering using Arnold.