Could you tell us a bit about your current workflow?
Sure. It's a little more chaotic than most others I would think. The reason being I tend to use XSI and Max in tandem with some ZBrush and Mudbox. I'm a huge fan of XSI's modeling tools; in my opinion no other package that I have tried has come close to the elegance of XSI's polygon tools. The Tweak tool, Proportional tool, and Move Proportional tool are so nice to manipulate polygons. It has a very organic feel to it. XSI also handles dense meshes very well so it can handle my ZBrush meshes with ease. Being that Blur uses two major packages, I get to utilize the best of both. I will poly model everything in XSI, then go to ZBrush or Mudbox, then out to Max to paint and texture. Blur uses XSI to animate, but everything is cached out and run through Max for rendering, so I have to texture in Max.
As you can see, I'm in and out of a bunch of software. It usually runs somewhat smoothly, but when you are in and out so much, sometimes meshes break and point counts change. It can be a pain but it's manageable. I actually really enjoy having the ability to tap into two major packages. Each package has strengths and weaknesses and it's nice to be able to utilize them both for certain things. For the majority of work, I'll poly model in XSI and texture in Max. I use ZBrush for 90% of my sculpting needs, but I'm trying to give Mudbox some love on the side because it's got some good stuff going on there as well.
In general that's my workflow. It's fairly straightforward. It can be wonky at times, but for the most part it works well for me. I do like to experiment with new things when I can. On DC Universe I had the opportunity to change it up a bit and utilize ZBrush much earlier in the modeling process. For Cyborg I actually took a base character into ZBrush and sculpted all his armor up from the base mesh, then retopologized it later in Max. This was a very handy approach to the character; to be able to concept sculpt out the pieces of armor was very fast and effective. I actually did a small walkthrough of that process over at ZBrush Central if anyone is interested.