We've always had the mentality of using the right tools for the right jobs. Right now, our pipeline is nearly entirely procedural - aside from when a material might call for some sort of baked height map, or texture map.
Even our most complicated materials are mostly done entirely procedurally in Substance Designer.
Generally speaking, all of our materials are pre-planned before we actually start the physical production of them. By doing a little bit of pre-production, we allow ourselves to think of modular ways in which each material could be produced.
For example, look at the following Sci-fi material our team built.
Clearly, there is a lot going on - and this particular asset will require quite a few different base-materials to start from. This is where having our own texture library to pull from provides us with a tremendous advantage.
We can pull any base material we need for this material directly from our library, and thus, cut production time on the actual finished version of each material dramatically.
For the example above, we'll likely fish in to our library, and find our favorite metals, painted metals, rubbers, cloths, plastics, corroded metals and dirt materials, then rapidly blend them together inside of Substance Designer to produce the final, procedural material.
The point of all of this, is to say, working with a material library like we have at GameTextures allows us to exponentially accelerate our production with each new asset we build, because we will never have to build that asset again.
This type of thinking is what has slingshotted us to being an industry leader in both content, pipeline and tools.