In short, yes, but this depends on some things. Like the tool set of the company, art style,pipeline , etc. I know some companies who use that hand painted texture style, and they want their artists to do it by hand, in Photoshop. Some other companies will let you decide as long as it provides the same look \ quality like Riot Games or Blizzard. The biggest and best benefit of using something like Substance or DDO is that you can work on all the maps simultanously. An another benefit of these softwares in general is that you work directly on the mesh in a 3d viewport so you don't really need to care\compensate the stretching,rotation etc so its way easier and more accurate without much effort.
In my experience, Substance Designer is extremely powerful , when it comes to tileable textures. In the past, you would had to make highpoly and bake normals, height, occlusion, idmaps and other stuff. In SD you can make all of these in a few clicks, without a need for hours of sculpting or modeling, baking etc. It entirely changed my texturing process, and I wouldn't even think about going back to the traditional method.
IMO there is no simple answer. For quick texturing of 3d props DDO and Substance Painter are very good. Still for projecting an exact photo to a certain model precisely, nothing beats Photoshop 3d mode , not even Mari.
For tileable textures SD is powerful indeed , Also very helpful for secondary things. Something where artificial procedural nature is not that matter. Still I prefer Photoshop to compose most important and visually dominant environment materials from photoscanned sources. Even recent SD addition , "Material Height blend", somehow more controllable in Photoshop 32 bit mode, being done from groups and layer linking. For some specific tilable details, tire tracks for example, neither Photoshop nor SD are good enough and you would do better with vector soft . Like Inkscape or Microsoft Design for example. SD svg node is hardly convenient at all.
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In my experience, Substance Designer is extremely powerful , when it comes to tileable textures. In the past, you would had to make highpoly and bake normals, height, occlusion, idmaps and other stuff. In SD you can make all of these in a few clicks, without a need for hours of sculpting or modeling, baking etc. It entirely changed my texturing process, and I wouldn't even think about going back to the traditional method.
For tileable textures SD is powerful indeed , Also very helpful for secondary things. Something where artificial procedural nature is not that matter. Still I prefer Photoshop to compose most important and visually dominant environment materials from photoscanned sources. Even recent SD addition , "Material Height blend", somehow more controllable in Photoshop 32 bit mode, being done from groups and layer linking.
For some specific tilable details, tire tracks for example, neither Photoshop nor SD are good enough and you would do better with vector soft . Like Inkscape or Microsoft Design for example. SD svg node is hardly convenient at all.