My workflow usually follows the standard high-to-low poly baking but in some cases like hard surface modeling where the only added detail is in beveled edges, I like to use a little trick that bypasses the need for a high poly model.
I use a bevel shader on the model like the picture above, and when I'm happy with the preview, I bake all the bevel details on a normal map.
I then import the baked normal map in Substance Painter and use that as a Mesh Map instead of baking it in Substance itself
The final result looks identical to a high poly bake but saves hours of work wherever possible which is always a good thing in my opinion