Purse model that i've just completed.. It's for a fairly high end piece as far as i know so the aim was to get a good level of detail. Workflow was basically this:
Model the base mesh.
Generate the patterned leather material in Substance Designer and output height map ( for displacement ) as well as diffuse/bump/gloss.
Do a high poly bake of the displacement - basically chuck the base mesh in a Subdiv Surface, crank the iterations, throw in a Displacer using the height map generated in Substance, and CSTO the whole thing..
The UV layouts were pretty important for mapping the textures and the displacement. The final textures aren't tiling because i needed to control the level of displacement towards the edges of the purse ( reducing the strength closer to the seams ), so all this info is baked into 4k textures but because it's not tiling i've had to sacrifice a bit of the resolution of the original substance.
Anyway, here's my test renders, an early screengrab of the Substance material and some wires: