Been awhile since I've posted here, but since I was just poking at this I felt I should give some response. Caveat: I'm relatively new to the whole substance thing, so my solutions to problems tend to be a little simplistic. The method you're showing there, is the standard way to generate cracks, but cracks come in…
I'll look into that. I was using masks to apply gradient maps to multiple areas, and things got pretty unweildy. If you've got a minute, could I pick your brain about how you'd use worldspace maps to simulate Blended Box Mapping? I'm still wrapping my head around how things work, and while I love SD already, the seams do…
I'm sorry to hear about your bad experience with SD :( I can answer a few of the issues you ran into though. The project structure is indeed pretty different from other software, but it serves the purpose of being able to share assets through an entire studio, having those shared resources separate from asset specific…