DDO and NDO do a great job at speeding up artist workflows, basically they make photoshop into a cool that’s actually good at creating textures for games. NDO is all about normal maps, it’s particularly useful for making tiling textures and adding normal details for things like text, bolts, seams, cuts, etx. DDO is the texturing half, you basically feed it a model and your texture bakes, assign materials to different parts of the model, and then tweak the materials from there. DDO has an export option for UE4, and it’s amazing at quickly getting a PBR texture really quick, with options to fine tune the texture and add tons of detail. It also works well for sylized materials as well. It’s definitely comparable to Substance painter and designer, but they are very different applications. Substance Designer is amazing for large projects, and being able to generate and alter textures/substances in game in real time. You can actually use DDO to bake a base material and then take it into substance painter to do some 3d painting.