This is a sample reel of some of the players I worked on for NBA Live 16.
These show LOD0 (game resolution) viewport tumbles in Maya Viewport 2.0 using the DirectX11 Ubershader with albedo, normal and specular maps on the geo.
All these guys started out in ZBrush using photo reference for sculpting and painting before extracting maps for further refinement in Photoshop.
Average time per head from base mesh to the game-ready geo in the video was usually 3 days unless they needed hair cards/styling, which can add another 2 days.
It should be stressed that these are the assets as I delivered them, and further refinement and adjustments always take place prior to shipping the final version of the game.