-creating the base mesh in 3ds max
-import base mesh to Zbrush to create the high poly and fine details. Decimate, export back to 3ds max
-retopology, UVW Unwrap, optimize the mesh (at least I have one LOD stage)
-bake all my maps in Substance Painter (AO exploded and Non exploded, because I need those interpolate shadows for extra details)
-procedural texturing inside Substance Painter and ofcourse some touch/es by hand (those were the days)
This is what I do pretty much with every assets/props so far.
I hope you like it, and I'm open for any suggestions!