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Texture painters and surfacers create images applied to 3-D models, typically for Maya.
Here is a typical setup in Photoshop as used by a surfacer at DreamWorks. The texture has been folded inwards so it will tile seamlessly. The internal seams created by folding have been smoothed out by hand. Note the ready access to layers palette on lower right. Action palette just above is the Photoshop macro recorder. It is a literal recorder. Doesn't have any smarts about repeating operations differently depending on image contents (context).
Texture painters particularly place highly
Film Gimp has some terrible brushes, especially compared to matador, especially if you are doing anything with transparency. Poor tablet control (you should be able to control brush size or opacity). Some of the better tools also can optionally rotate the brush according to the direction of travel. These are all extremely important to a good painter.
Film Gimp layering is also pretty poor. In particular it cannot display alpha channels much less operate correctly on them. This is extemely important for CG work since many of our images have alphas.
For customisation, we need to make it easier to create and store brushes, pallettes and anything else that a user might create. It may be desirable to be able to do this per project.
Sam also mentioned that matte painters may go as large as 16k x 16k.