I wanted to use Fusion 360 in a gamedev pipeline and here is a solution I found to archive the best result for this purposes. The goal was to boost my workflow speed and get rid of routine work such as retopology and unwrapping. I use Fusion 360 for modeling but you can use CAD software that you want. So I made a little guide and maybe it will be helpful for you.
Here is an example of a simple asset made in 11 hours with this method.
Scheme of this pipeline
All magic is done by awesome MoI3D!
In some cases, high poly from MoI3D has little holes on hard edges because of not welded vertices. You can reduce it using max value of outputted polygons that MoI3D can provide. Also, to avoid this you can import .sat file in 3dsMax and then export it as .fbx but sometimes output .fbx mesh has some problem with smoothing groups. Another solution to get a .obj high poly is to save it from myhub.autodesk360.com (select your high poly model file and in the top right corner you will find a download button. Choose .obj and file would be sent on your email)
RizomUV has amazing align tools so I recommend you to finalize UV mapping with these tools. Baking results will be better with straight vertical/horizontal edges
So, this pipeline allows you to use all advantages of CAD modeling and get an autogenerated game-ready asset without any handwork. Maybe low poly is not perfect but you can optimize it a little bit on your own.
I hope this walkthrough was useful to some and If you have some advice or suggestions please write it. Also, you can check all renders here: https://www.artstation.com/artwork/mqv1QE