Adding small details can take long time if you try to polymodel the stuff. You can stamps details inside substance painter but you don't get that much control over the shape and also need to add anchors to get edge wear and other generators get working and that might make your scene slower.
Instead, In Zbrush you can mask out the shapes & use deformation tools to get details much faster with more control. So here is the small tutorial about adding complex details on tyre with help of polypaint and deformations like inflate, polish, size.
I created simple tyre mesh inside 3ds max and UV mapped it.
Now I create a silhouette of shape that I want and place them in the right position. I created a simple tread pattern, made multiple copies and applied bend modifier and centred it to the tyre.
So here the mesh after I have given different material color to patterns.Now I took render from front view and add circular text inside photoshop using shapes and path tool. Here how text and stickers looking.But we only need the text so delete every other thing and apply black background and save it as png. Now I export the basic tyre geo as low poly and tyre mesh with ID floating details as highpoly and bake the ID map inside Substance painter. After baking ID map I applied it as base color. Import the previously saved circular text as texture. Put it in base color of new fill layer, align it to UV and set the base color blending mode to screen.So now export the texture, we only need base color. Here how the final texture looks,Prepare the lowpoly mesh for Zbrush. Add some loop to make geometry even. Don't worry about the inside.Now import the mesh inside zbrush and subdivide it multiple times. Go to texture>import texture and select the previously exported base colour map. Turn on the Mrgb.Polypaint>polypaint from texture.The UV's are not aligning, go to UV Map>Adjust>Flip V. Now again polypaint from texture.Now under masking> mask by color and choose polypaint. Just drag and pick the color.Turn off colourize to view mask clearly. Now just use deformations like inflate, inflate balloon, size to get details.I used inflate by 10 and then -10 on size in z axis the get clean shape at size. Now just repeat the process and add details.Now dynamesh with very high value. Use polish to smooth out things. Under geometry> Clay polish to sharpen up the edges little bit.
One final polish,That's it, very simple workflow to add extrusions and detail without spending a lot of time on topology. Decimate it, export it and bake maps out of it. It's nothing which I invented. I got inspired by the article on https://www.gameartblog.com by Serge Karpovs where he uses the same method by manually masking out shapes. I am not very good at painting the mask, so I created shapes inside 3DS max and used to drive the mask. Thank you