Paper sketches to Zbrush rough sculpt, fine-tuning of mesh, retopology, rough-in polypaint UV maps and export all-quads model to OBJ. Then the OBJ goes to C4D for rigging and animation with all of the UVs cleaned and modified in Photoshop. Zbrush lets me rip through surface modeling/scuplting as fast a my mind can think, C4D allows me to use a very reliable rigging system and Photoshop is tried and true for UV, bump maps and alpha overlay graphics. Then, I render multi-layered PSD files (z-depth, AO, GI, alpha, bumps and texture) with the C4D physical rendering tools for a clean render with a lot of lighting control. I typically would have just built the entire model/sculpt in C4D and used Bodypaint for all of the textures as well, but these characters needed a lot of organic flexibility...and I've become almost too fluid in Zbrush to use the C4D modeler. I do build all of the scene objects, mechanical models and scene lighting in C4D just because the geometry of the accessory items is typically very simple. From there, I either modify and composite the final image in either Photoshop for still or After Effects for animation. Then, I slam a brew, cuss at myself a few times, hug my teddy bear and go to my happy place as I cry myself to sleep over being the only person in my family NOT to have completed law school. Yep. That's the pipeline.