So I've been checking out Epic's Environment work on Gears of War just recently to try and get a bit of inspiration for ways in which to carry out my FMP.

Their main Environment artist Kevin Johnstone has been posting quite prolifically on Polycount just recently, which has been a fantastic reference for their Hi Poly work, he has also been giving tips on how he produces such amazing Hi poly Sculpts.
The only problem with the thread is that he is really coy about sharing any low poly wire frames of the assets. I don't know whether this is down to genuine lack of time on his part or whether the low poly wire frames are a little crap compared to the highpoly stuff.

Don't get me wrong, in game, when the assets are running in the engine they look excellent! But it could be down to them using a polycrunching utility to produce quick low poly assets from the high. These utilities provide great low poly meshes for Hi to low baking but the result is a messy, technically poor looking wire frame.

I've already found out from Heather that for the Final Major Project, polycrunched meshes are a no no, which is a shame because it would really save me time. I could devote more development to Hi poly assets. So the only alternative would be to model a relatively over-tesselated mesh in several pieces in Max and then subtool them into Zbrush where they can be sculpted and roughed up a bit!!
With that done I can make use of the Zbrush retopo tools and build a low res mesh over the top.
From what Johnstone has said I can tell from the above examples that the main payload of building has been accomplished in Max in many little pieces. For instance the top pillar with the metal detailing was a splined shape which was then made to fit around the half cylinder by applying a Patch Deform Modifier to it.
Something else he said which will make me think carefully about the way I approach asset making is that he spends a bit of time thinking in advance quite carefully about how the piece will fit together modularly. So planning is key!