Well overall it’s not so much important as to what needs to be done as a ABC work flow but rather how you have your source chain set up that will allow you to go from proxy to completed art that does not require a chronological order.
My process is simple. Build something of relative volume and scale, usually a primitive that defines what is expected to be the completed works that will work and defer requirements by scaling through progression.
A Player model for example
Start with a box primitive to define volume and scale wired to movement system.
Replace box with defined player model mesh
Uvmap and texture model and update.
Add rigging components and update.
Add animations and update.
Finalize and polish as to design requirements and update.
The source chain in this case would be to export via FBX which is imported into UE4 and any changes can be re-imported, replacing the current player model, by progression rather than focusing entirely on a fit to finish result as to the expected design requirements.