I mean that, there are some constant road blocks that you have to walk around when you want to go from blender models to a full blown scene designed in the SDK.
For one the import pipeline that is our worst weakness, but also some bugs here and there that are really frustrating. (like the order of the textures in the material editor, we need something better, the fact that NB8 jumps to the asset folder in the library folder when you create an asset... some refresh bugs that make you waste your time...).
But hopefuly I'll be able to fix that to some extent.
Substance painter has become the industry standard for PBR texturing in one year.
I don't usually promote charged softwares, but this one is really great. If you have a couple of hundred dollars to spare, you can purchase an indie license, it's worse every penny. That is if you intent to make your own assets.
@Pesegato no photoshop involved at all in those assets.