CG Masters look at the essentials of asset creation for game engines / real time content.
Aidy Burrows writes:
We can get kind of spoiled with the simplicity of 3d art when it stops at the render.
Or not if you're grappling with cycles noise! ;)
On the other hand getting your work into a game engine can be frought with problems and force you to traverse the terrain of multiple software leaps and leave you dazed and confused.
Here Guilherme breaks down the essentials and takes you throughout the next gen asset pipeline using a tombstone asset from a current game project.
There's a lot of great tips here all condensed into a single post.
Oh and there's a ton of resource links too! :D