Substance Designer. I have Painter but I don't use it, mainly cause I want to have a bunch of substances texturing my stuff instead of actual maps to save space.
I tried both Photoshop and Substance Designer for PBR and liked Substance quite a bit more. It's a system hog, sure, but it's much easier to work with nods than layers and you can have non-destructive workflow and fast iterations.
You don't have to pair it with Substance Designer at all. It certainly doesn't hurt to have them both, but Substance Painter is definitely enough to texture stuff...well, stuff that's going to be using pbr at least. Atm (cause it's still in beta) it doesn't have blinn shaders or anything, but I'm pretty sure they're going…
I've been enjoying DDO a lot lately. I've tried Substance Painter, but haven't gotten the hang of it yet, at least for using my own materials. I like the idea of automated/masked work in Mari, Substance, DDO, etc. a lot more for PBR. Dealing with multiple layers and masks just gets hectic in Photoshop after awhile.
My general workflow is an adjustment of my older workflow (for now). I keep all my materials layered or grouped in my albedo with only some merging. This way, I can adjust my roughness maps easily in the roughness group on a per material basis. Problem is-MASSIVE FILE SIZE. I'm only doing this for now as I continue to…
With all this new wave of PBR workflows of specular/reflectivity and metalness/albedo workflows and programs like DDO, and Substance Designer and Painter, and we have all this wonderful new fandangled tech like Mari, Zbrush Polypaint, Modo's painting system and the old school Photoshop. We have so many choices! So what…
I Like photoshop more but re-importing new baked texture to layer is not fun for me :(, I got the automation for exporting textures, but not importing base texture doh I did substance, I love it , but my PC became really slow and almost freeze my PC when the shader became more complex.....