Regarding the workflow work I'm doing.
I just put up
the first test run of it on github. An escape capsule for an upcoming mission.
It's up on sketchfab as well with the full res textures.
The small details are all baked from decals, and I've used some material layering trickery for the weathering/fading of paint, and had to convert the roughness map into specular. It needed a bit of touch-up in Krita, but mostly because I had to combine two maps, and handpaint some local colors here and there.
Puting on the decals is a bit finicky, but not worse than doing them in a 2D program. Easier, I would say, in most cases. I've used decalMachine for it, which is a paid add-on, so that's not ideal. But it can do all the placement, projection and baking on it's own, and decals can be created with it as well.
So I'd say it's a step up in texturing, much easier and more fun to do it, even with the finickiness of the addon here and there. The shader setup has some kinks in need of ironing out, but nothing drastic. Mostly usability stuff, and some simplification. And the baking of maps from there was rather straightforward thankfully.
I think the next step for me will be to creat a new ship from the ground up, and documenting the process. And then we can iron out the kinks and optimize.