Big Kahuna - if you find out how to do it with Blender, PM me.
Duoas - If the “nonsense” remark is directed at me, I think I can claim to be one of the most experienced people here, and I think this would be an excellent tool.
If we’re talking about a close shot of an object in focus, than it’s true that Pshopped textures will be better. But when we’re talking about things that aren’t being shot tight, or are out of focus and covered by motion blur to boot, the “make art” button would be fine and much faster.
And even in the case of close up objects, the Carrera plug-in would generate a nice mask for your Pshop textures. Don’t underestimate procedurals - they don’t produce finished results but they make a great starting point, and one that doesn’t require painstaking UV unwrapping. What I’ve been doing lately is using the procedural to generate a “base” texture. Then I use the auto-unwrap (used to be Archimap UV Projection Unwrapper) to create the UV’s, and bake the procedurals to a texture. The UV’s are distorted, but the procedurals are distorted to match them. You wouldn’t want to paint that in Photoshop. I can layer in other textures in Photoshop to create surface imperfections, dirt, etc. Most of the time it will look o.k. if that stuff is a little distorted. Not every time, but most of the time. It would be GREAT if I could generate a procedural edge damage mask in Blender. As it is I have to use texture paint and Pshop, which is slower than I’d like.