I'm also learning the ropes but here's how I figured so far.

Blender for modelling mesh, UV mapping, Sculpting  
Substance Painter for Texturing, Map baking

Here's my workflow:


(!)At this point we have nothing.  
 1. Model mesh in detail(either subsurf or multires parts)  
 2. Sculpt details on multires parts(for organics)  

(!)At this point we have high poly version of your mesh that cannot be used in a game.  
 3. Make low poly versions of your High poly mesh(Either by hand, by program or by shrinkwrap)  

(!)At this point we have low poly versions that can be put into a game but no textures.  
 4. Export your mesh as fbx to folder