Overall workflow followed a box modeling approach and some plane modeling inside 3ds max. For the engravings inside the clock I used Zbrush. Other than that, the high poly was done vastly inside 3ds max too using the turbo smooth modifier. For the clock hands and the bells, I used a alpha mask inside the opacity channel to achieve the see through effect.
During Projection, I duplicated the low poly and added turbo smooth while keeping the smoothing group edges crisp. This helped mimic higher vertex density thus improving the normal bake. I used the standard PBR Metal/Rough with alpha blending inside substance painter. With the addition of an opacity channel and specular level so I could lower it to around 0.2-0.3 for the parts that were wooden.
The end goal wasn't to completely mimic the reference; being the reason for slight differences in areas (ex/ top engraving)