One of the assets from Transformers Universe.
Our workflow starts with a game resolution model built in Maya to match the concept as closely as possible. Each panel must be solid to allow for transformation animations. Once that is approved each piece of geometry is imported into Zbrush and has detail sculpted in (rivets, panels, edge bevels and dents, scratches, vents etc.)
The sculpted detail is then baked to a normal map, which is also used to create additional maps (cavity, occlusion) using Ndo to give a base for the texture map. Texturing is done in Mudbox and Photoshop.
Typically 4 levels of detail are created for each character - a high res version for marketing shots (shown here) with fully modelled wheels and extra details added where possible, an in-game model (around 7000-10000 polys depending on size) and two LOD models.
Warpath turntable movie