Hello there, So I would like to share my workflow on some assets I made for a scene that I've been working on lately. Here's a small portion of the scene:
The Pillows all share the same Master Material with a lot of different controls for the individual Material Instances of the objects. All pillows have 2 Texture inputs, one to control the pattern through Masks (one mask for each RGB channel) and one for their normal map information. The Material Instance itself is setup so artists can change the colour of the different patterns on the pillows, the AO intensity, the fresnel instensity etc. In the end I found out that those extra controls were a bit redundant (multiplying the AO above your albedo tends to darken your overall texture which didnt give me the results I was looking for) and that I could have added StaticSwitchParameters to save on instruction counts.
The same thing was made for the oil lamp in the scene, it has no diffuse image on its textures & all colour information is derived from masks.
Pillows were created inside Marvelous Designer 4 which is a great tool for making cloth simulations. Its fast, easy to use and your UV's are already unwrapped so you can import your OBJ files in Zbrush and apply your patterns from photoshop instantly.