Making some handpainted style halo models this month. using Blender for modelling and SP for texturing. More models done this past week on the Artstation: https://www.artstation.com/artwork/oAJmEw
This is how i adjust ao from marmoset for painter. I'm using centimeters as default units in marmoset. The difference is not so big in bakes. SP bake has more contrast
You can create your highpoly anywhere and using any method. It's up to you. Then unwrap your low. Bring high and low to SP and bake. For specifics refer to the stickies.
There is now a clearcoat shader in Substance Painter but unless you have also a clearcoat shader in your final render app/game engine, you will only be able to see it in SP.
In addition to proper smoothing, you're going to need to bake proper maps (normals, AO, Cavity, etc) in order to get the most out of SP with smart masks and smart materials.
aww man... quake one.... 3d... gorgeous level and creature design... multiplayer with 16 people...the GRAPPLING HOOK!...rocket arena...coop SP lan runs... man..that was a game.
This is a sword that I made. I'm asking for honest commentary about this piece. I used Maya to model the high and low poly, baked in Substance Painter, textured in Photoshop and SP, rendered in Unreal.
+1 instant give away too. at sp stuff like that is usually generated in ndo. fast and returns results just as good as making a high poly without having to spend the time making it