Well, I think if you want to sell your files, you’ll need to cater towards clients that might want to tweak the textures for their project, using 2D software like Photoshop, which means you’ll need UVs that efficiently use the entire UV space and are easy to read (which eliminates the use of AUVs, GUVs, and PUVs, within ZBrush, and even UVMaster, which always leaves a bunch of unused UV space).
As far as applying the textures, Spotlight is great for an initial color pass or broad detail work using polypaint, but if your UVs aren’t laid out effectively . . . forget about any kind of percision or crisp detail.
Bodypaint still seems to be the most widely used 3D texturing program in the games industry. That and Photoshop, of course.
For UVLayout, there’s Headus UVLayout. Modo has great UV mapping. Even Blender has respectable UV tools. I think any complete 3D suite (including Cinema 4D) has the necessary tools for professional grade UVmapping (placing the seams and texture islands exactly where you want them).
Again, this is regarding selling 3d model files with textures.
Realistically, the dominant programs in 3D graphics is Autodesk 3d studio max and Maya. If you cater to those users, you’ll have a better shot a making a little money.
But if you invest those kind of beans in software, it’ll probably take quite a while before the models you’re selling earn back the initial capital.
One cool exception being the Team Fortress 2 Manconomy Polycount items. Appearently in only 3 weeks, three to five models (weapons and hats for the ingame characters) earned the creators an average of $45,000, according to Valve. That after they only spent five weeks building the model sets for the contest. And that $45,000 is only a 25% royalty check. The items sold better than the actual game during that period. Crazy.
But that was Valve. And a Megapopular online game. And in a heavily regulated sales environment (only five packs of models for sale, as opposed to the thousands on Turbosquid).
I’ll shut up now, just by answering that Cinema 4D will work for building your base mesh, and laying professional quality UV maps. Then Zbrush for the details. Photoshop or Bodypaint to polish the textures. Then upload to the online stores and hopefully make some cheese.
And if you end up making $45,000 in three weeks, please tell me how you did it. :lol: