Art Pipeline with Nanite or high res models

I am a 3D artist who is currently going to be working with some of the new unreal features.

Currently my pipeline in simplistic form is: Digital sculpt my models Hi Res, Create Low Res Model, UV Map Model, Paint in Substance.

With the new Nanite Tech and the ability to just import extremely high resolution models without issue, how does one texture the models and Paint weights for animation? Is this pipeline antiquated using the new tech that Unreal has put forth? Or is this still the process? I know I could unwrap models and texture paint them all piece by piece with extremely high res assets but it clearly would seem to carry more texture maps with each object ( If a player is wearing very ornate armor and each piece has a texture map it could mean many special materials for all objects used).

Maybe I am just over thinking this?