Modeled in 3ds and zbrush and textured in Substance painter .
Created my high Poly first mostly using double smoothing for certain parts and Boolean and standard retopo for others. I was careful to make certain from the start to create base meshes that had the minimum curvature I wanted in my low poly.
From the high I started removing the Turbosmooths to get back to the basic shapes. I then removed any extra edges and welding vertices together being careful not to destroy the silhouette.
UVs. I went for two sets of Uvs to get a bit more resolution in this case.
ID Mask. Duplicated my low poly and used material ids to define my masking.
In Substance painter the first thing I do is create folders with the color id masks.
I wanted to mask the small bulb in Ue4 to give it an emissive property so I created another black and white mask in 3ds and baked it in Painter.
I sculpted the bag in Zbrush and exported it back to 3ds before optimizing the decimated version even further.
I built this organic piece in Zbrush using Zmodeler to create the base mesh and then quickly sculpted the form. Zremesher took care of the rest!