I would also recommend Dyntopo Plus addon for sculpting as it gives you more control over the brush settings in Dynamic Topology. For texture paint, I do recommend BPainter add-on for getting a familiar workflow compared to other 2d and 3d painter software.
I specialize in painting in Blender, and I use some add-ons mainly developed by Spirou4d like EZ Paint, EZ Draw and a stencil add-on called Stencil Widget by Kgeogeo and Spirou4d, but these don’t ship with Blender.
I do find that the 2d editor window has a different control with the Fill brush, so I use that tool for different purposes between the 2d and 3d view.
I love the way the brush controls work consistently across the paint systems like Weight Paint, Texture paint, Sculpt and Vertex Paint and though there is still a lot of love yet to be given to the texture paint side of 2.8, I am hopeful for some really cool things to come of it once it is out of alpha state. UDIM is on the way, and that will definitely be welcome for texture painting complex characters.
As for the work flow - I use a basic icosphere in dyntopo, push and pull it with the Snake Hook and press Shift to smooth while still sculpting, and then build it up with Clay brush and then work with the Crease brush and Scrape/Peaks brush. Press Ctrl and you get the opposite effect with the brush, so a crease can be used to add a lip or edge, etc.
I retopo with Retopoflow for the most part for organic forms and manually with hard surface stuff. Pitiwazou has a few addons that might be of use to you there like Speedflow, Speedsculpt, and SpeedRetopo.
Once I have my object retopologized, I then set up a simple UV map and then get to painting - but it all depends on how complicated the shaders are as to what I do from there. Cycles is really good with painting, with or without BPainter addon, and I tend to use procedural brush and brush mask textures with the brush controls for painting and developing my own brushes per project.
I failed to work with the import brushes addon very well, but discovered that I can import and image sequence as a brush or brush mask texture and then use the timeline to change which image I am using - and this works with playing the timeline as an animation, so that each dab changes image based on the timeline position. This was how I discovered I could emulate Alchemy directly in Blender.
Anyway, welcome to Blender and I do hope you sort out your work flow.