Visual parity between UE4 and texture painting softwares

I’ve been working for a while with Sculptris for sculpting and texture/normal map painting and exporting that to Maya or UE4 directly, but I’m noticing a considerable difference between what I actually see in Sculptris and when I import the texture/normal maps to UE4. Plus I have to paint any opacity/metallic/specular/roughness maps separately, but it’s a free program so it’ll have it’s flaws.

Here’s a turtle I painted, left is Sculptris, right is UE4.

Now I’m trying to find something that can do a good representation of what a material would look like in UE4 as I’m painting it. I’ve tried Photoshop’s 3d paint features, but the user interface and features seem very non-user friendly. I’ve also tried a trial version of 3d-coat, with which I am quite impressed with initially, but I have spent very little time in it so far. And I feel like I don’t have a proper understanding of all the alternatives quite yet to fork out money for it. I’ve heard a lot of people use substance painter, but the first 30 minutes in that trial left me confused and I experienced sluggish performance at anything bigger than a 1k texture map. So, I’m wondering if anyone could mention some more alternatives or what they use.

Substance Painter is probably the most accurate representation of a WYSIWYG editor, especially for Unreal. I use that personally, combined with Designer. I used Quixel for a while but it’s not very flexible and buggy as sin when I used it, performance is pretty terrible, the 3D view looks noting like Unreal and I lost so much work trying to use it.

I started playing with Sculptris, and so far am liking it, seems to do cool things, and it wouldn’t cause me to go bankrupt like some of the others out there would… but how do you get what you created there, into substance painter? Every time I have saved as an OBJ, and when I bring it into painter I get some sort of error about the Zero or some such.