This is how I work, lunatic:
1. I model boxes, cylinders, spheres or planes, depending on the item to be made, using 3d Studio Max.
2. I convert them to editable poly, and use a wide variety of meshtools to edit the above shapes, until I like what I see
3. I unwrap the sucker -
for an example, see this. This means I decide what the skinmap looks like, how it stretches and where seams are.
4. I build an MD3 and two Textporter TGA's (one that outlines everything in white on black, and one that shows the face normals using colours (- this helps me remember what was what, and where)). An example (of the strogg grenade)
can be found here5. I load the TGA's in Photoshop, overlaying the white-on-black mesh (always stays on top (but not always visible), so I can still see the mesh when I paint over the background, if I want to).
6. I pick an area on the map that I feel like doing first, and fill it with the most appropriate colour (for, say, the strogg bulletbox that would be brown).
I accentuate the edges and generally paint in details like scratches, highlights etc.
7. I use texture overlays to get the desired gritty effect (this usually involves a lot of browsing in my self-composed texture library).
8. I make logo's, text and other extras, overlaying them on the right parts.
This includes the ocasional adjustment layer (brightness/contrast or a masked desaturation layer for that paint-chip effect).
9. Continually checking what the skin looks like in Npherno's MD3-viewer, I keep painting until I'm happy with the result.
This is, globally, how I work(ed) on the items. Especially steps 6 to 9 happen in a strange chaotic blur of actions that just
seem right. Hard to explain what my exact strategy is in this. Some days it just all falls in place, and other days things fall apart.
Also, I start out with a black canvas, always - It's easier on the eyes for me :]
For skinner/modelers like me, there are other strategies, like painting a full skinmap in Photoshop first, and unwrapping the model to fit that design. I've never even tried to do that (other than small adjustments in rare cases) - It's too restrictive on the model and quality of the unwrap IMO.
Here's some links to stuff:
The way I used to paint, before I had a tablet, and YEARS ago - I totally revised my painting style, and work directly in colour now, but you may still get an idea of general fleshing out.
A zipped slideshow movie that shows how I made a 2d art piece - This was not too long ago (about a year, I think) and shows you more of the way I work nowadays. I think you need the
TSCC codec but I'm not sure
There. Enough typing for this morning - time for breakfast :]