A cube is beveled multiple times on one side. This acts as the spine of the book. The faces that will make up the pages of the book are selected then inset to add thickness to the cover. Without clicking off the faces, we inset along the normals creating depth. Another bevel is added to the middle of the pages to give it shape.
A bevel is added to loops going around the cover. The shape is increased to 1 so as to keep the edge shape. The holding edges created here are important in keeping the shape of the cover when auto shading is turned on.
Smart UV unwrap is used to quickly create a really rough set of UVs.
I applied a grid material to look for Texel warping.
Elements of the UV are stitched together or modified. The islands are scaled and rotated in order to better utilize the texture space.
Exported as an FBX, the book is imported into Substance Painter. Paint layers, masks and Alphas are used to put a graphic on top of a leather texture that we had dragged onto our cover.
The pages are made up of a base colour and a scale noise texture.
A layer for normals was created in order to give depth to the spine. This was simply painted on. Steve said that we would usually model in a detail like this but for our purposes this would be fine.
I exported the files using the same settings that I used for the robot. I then rendered the finish product within blender.