I just finished creating my first "substance"/texture in Substance Designer following the instructions in this tutorial:
My goal was to create a more realistic texture of the brick facade of a two-family flat in Detroit. I have been modeling the structure in SketchUp and uploading/rendering the model in SketchFab.
This is the structure in real life:

This is a close up of the brick facade I'm trying to replicate:

This is my attempt to recreate the brick facade in Substance Designer:

This is the model in SketchUp with a section of the photo of the facade closeup used as the texture (notice how it repeats):

This is the model in SketchFab:

Here's the link the interactive SketchFab Model itself:
https://sketchfab.com/models/36ebc65ad975462f8440e03e2d3507b3Following the instructions in the tutorial, I opened my Substance Design file in Substance Player and exported the bitmap (@ 20 fps across all outputs) as jpeg, which created a folder of over 100 jpeg files.
The tutorial shows you how to use the items in the folder in 3DS Max, but I'm using a MacBook pro and am unable to use that program. I do have access to SketchUp, Substance Painter, Blender, Maya, Unity, Unreal, the full Adobe Suite, AutoCad, etc.
I am very comfortable with SketchUp, decent with Adobe Suit (photoshop mainly), and mediocre at best with the others.
My ultimate goal is to have an interactive version of the model uploaded on SketchFab that has been textured with the substance I created in Substance Designer.
How do I do this? I noticed that there's a direct export to SketchFab feature in Substance Painter. Should I be exporting my both my model from SketchUp and substance from Substance Designer into Substance Painter and uploading to SketchFab from there?
I am fairly new to Substance Painter, so this would require me to spend some time figure out how it works, but I'm willing and able to do this. I guess I'm just trying to figure out what the most effective route to achieve my goal would be for this project and many others in the future.
I have several architectural models of the historic housing stock in my neighborhood that I have uploaded to SketchFab already as part of a neighborhood 3D map I am working with my block club and neighborhood association to create. I have many more that I have no uploaded yet. I would like to be able to make all of the models more realistic looking, but have really struggled to find a way to make realistic brick exteriors. The endless texture concept in the tutorial appears to be the answers to my problems and I would REALLY REALLY REALLY like to be to figure out how to design a small directory of the different brick and wood exterior styles featured throughout my neighborhood (there's only roughly 8 different patterns total), so that I can be much more efficient in my modeling.

I've been so desperate to create realistic models that in one model I modeled EVERY SINGLE BRICK by hand. There are nearly a million vertices in this model and it is very unnecessarily heavy as a result.

Another model I hand modeled every single roof shingle and piece of cedar bevel siding. I have spent hundreds of hours working on details such as this all on a volunteer basis.
My point in mentioning all of this is to add context to why it's so important to me (and my neighborhood) to find a solution to this problem and to become proficient in high-level texturing for publicly accessible interactive models.