Hi, The results should be pretty close. It's not a perfect 1:1 match as we are using a different sampling method for the environment, but we worked with Unity to ensure it's extremely close. Can you send me some screen shots to my allegorithmic email? I can help you offline. You can contact me at…
Indie and Steam license are the same, you can request a stand alone key on our website when you buy the Steam version and vice versa. The polycount doesn't matter, you can paint on very low poly meshes with a very good precision contrary to Mudbox or ZBrush.
You don't need most of those when you properly use Designer. It does pretty good bakes, the UI is way better than Xnormal and it's integrated with the texturing, it's basically one-click to rebake and see the result in your final texture. And it's weird you feel you need nDo, Designer + Painter should be a much better…
You can only edit the normal that you paint via the height channel, which is later converted as a normal map and combined with your input normal map. The only way for the moment (kinda "hacky") would be to load your map as a regular basecolor/diffuse texture and paint over it, but you don't have any guaranties it will be…
Nothing planned for that in the coming weeks. It in our backlog however. How long did you wait with decimated meshes ? Would you be able to send me a mesh ?
For the moment you can't, but this could a new feature. We will think about it. :) Yep, be sure that on your re-imported mesh you keep the same material names, otherwise you will loose your layers. To re-import your mesh go to Edit -> Project configuration and select your new mesh.