I used to do a lot of prim modeling years ago, and have been trying to learn mesh recently. I finally finished my first real mesh object (not counting a few easy signs and stuff I made). My partner had wanted a vendor hut for her gacha shop.
It was modeled in Blender 2.8, painted in Substance Painter, then the textures baked in Blender. I ended up doing something a little weird - the original model has 4 separate mesh objects (1 - roof and floor, 2 - structure, 3 - wall frame, and 4 - wall paper), each with its own UV map and texture. I painted and baked each separately, then blender-joined the two wall meshes into one for export. If I were to do it over I would've kept it 3 meshes all the way through, but I didn't want to go back and UV unwrap the wall from scratch.
It took a few weeks with a lot of trial and error, but I'm pretty satisfied with the results, especially since it came in at 3LI, and has accurate working physics (including an invisible prim floor to help bug-free object rezzing).
Thanks to @Chic Aeon, @ChinRey, @MaxMare, and so many others who contribute to this forum.