For my fountain “hero piece” I began by creating a low-poly model in Maya, then brought it into Zbrush for more organic sculpting. Here is the sculpted “red clay” version.
Zbrush allows you to create Polygroups from Normals. This basically lets you group areas of you model according to which direction the topology is facing and organize these facing “normals” by color. This can be helpful for exporting or isolation sections.
After watching several hours of tutorials on Pluralsight.com on prepping Zbrush files as game assets, I was able to create polypainted version. I enjoyed the process of painting directly on the model in 3D, rather than painting on flat UVs in Photoshop then wrapping them around a model.
I exported the polypaint texture maps from Zbrush, then exported the low-poly version of the fountain model into Maya, where I used the Hypershader to apply the high-res texture map to the low-poly model.
Polypainted fountain in Maya
I think this could still use a lot of work. I wasn’t entirely successful getting Bumpmaps to be as dramatic as I wanted. It’s possible I could export a few more types of maps (ambient occlusion, etc) and tweak them in Photoshop, then reapply them in Maya via the Hypershader. But for now I was happy that I had gone through the entire process of scuplting, polypainting, then exporting back into Maya. This asset could them be sent over to a game engine like Unreal or Unity for inclusion in a larger scene.