Asset pipe-line?

Can anyone shed some light on the asset creation pipe-line these days? I’ve seen alot of people start with a high poly in Zbrush and then create the low poly from there, As i’ve not really done any modelling Zbrush looks like a good approach and I was hoping my workflow could go something along the lines of Zbrush -> Maya -> Substance -> UE4?

There’s no one workflow, but in general, it goes

Blockout (Any program) → High Poly (3d App or Sculpting Program) → Low Poly (3d App) → Bake (xNormal/3d App/Substance…) → Texture (Substance/Quixel/Photoshop) → UE4