I like to create my trims on a flat plane in substance painter. But how do you create sculpt grade level of detail thats... fast, flexible, and high quality? Let alone how do you do that on a plane? For some texture artist, its simple. Just launch up designer and begin... Well thats not something I particularly want to do. I don't want to learn designer. I want to take what I know (substance painter, anchors, filters) and conform it to what I need.
My pipeline breakdown is my approach on everything, identifying the problems with hand sculpt detail in a production setting (budget, quality, and time). And find something that can challenge all 3 of those while keeping it purely in painter.
ZERO Additional maps needed! No weird custom channels. No weird addons, purely manipulating painter to work like designer for trims!
You could original purchase this via Gumroad and Artstation Marketplace but it has since been unpublished.