Lots of props created throughout 2020/21 for an upcoming UE4 project. Low-poly for realtime use, modeled in 3dsmax, textured in Substance Painter. Some assets incorporate commercially-available stock material or other resources, and custom decals/alphas were created from scratch in Photoshop as well. Most are using 1024^2 or 2048^2 texture sets (albedo/normal/packed masks).
For these assets, I chose to avoid a high-poly workflow entirely. The low-poly meshes were imported directly into Painter and Auto Chamfer 2 was used for generating edge bevels. Other normal/height details were stamped or drawn directly in Painter.