“Rango” marks ILM’s first foray into full-cg animated films, and utilized a lot of their in-house expertise with Pixologic’s Zbrush. Over at ZBrushCentral, they have an excellent interview with Rango's Model Supervisor Geoff Campbell on how ILM utilized Zbrush in their workflow.
"The general flow was to sculpt and texture a three-day ZBrush maquette for each character and after approval, start in on the asset. A first pass model was sent to rigging while the model asset continued to be refined, hair and fur splines added, scales added, UV’s laid out etc. Once the finished model had gone to paint, the modeler would start on the facial library. We had a few weeks for each character model including wardrobe and two weeks on average for making our facial libraries."