I finally finished my Stylized Dungeon Project (originally by Tobias Koepp/3dMotive)
I blocked out everything in Maya and created the rough composition. Then I got into more detail on every asset and created UV's.
Then I sculpted a high poly mesh in ZBrush for every prop. In Toolbag I baked Texture Maps, these maps are used in Substance Painter to use generators for texturing. For the Floor the Stone Wall and the Wooden Wall I created tileable textures with ZBrush, used the height map to create a normal map in XNormal and finally rendered the scene in Toolbag.
Instead of hand painting everything (just albedo and normals) I created PBR-Materials (Metallic/Roughness Worfklow), since I am more comfortable with this style.